Alliance at Nefelus

Transcription

Alliance at Nefelus
Alliance
at
Nefelus
By Chris Tulach
An adventure for 14th-level characters
illustrations by Jason A. Engle, Ralph Horsley, William
O’Connor, Steve Prescott, Wayne Reynolds, Lars Grant
West and Eva Widermann
cartography by Mike Schley
TM & © 2009 Wizards of the Coast LLC All rights reserved.
“Long have we strove to remain
detached from the affairs of the
mainland. But this threat taxes
us to the limits of our power, and
so we reach out to those who have
proven themselves time and time
again. Perhaps, if you aid us, we
will consider assisting your cause
as a means of gratitude.”
—Bejam, member of
the Thraxinium of Nefelus
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Alliance at Nefelus
“Alliance at Nefelus” is an adventure for 14th-level
characters. At the end of the adventure, the PCs
should be midway through 15th level. Although this
adventure is part of the Scales of War adventure path,
it takes the plot in a different direction as new friends
and foes are discovered. It also makes a good standalone adventure or is inserted easily into your own
ongoing campaign.
In this adventure, the PCs are again joined by their
friend Amyria, the deva last seen in “Haven of the
Bitter Glass,” the previous adventure. She musters the
PCs to respond to a call for aid from the island nation
of Nefelus, an isolationist magocracy that is under an
environmental threat. If the PCs can help put an end
to Nefelus’s troubles, Nefelus might be willing to lend
their extensive arcane knowledge and naval might to
the Coalition.
BACKGROUND
The island nation of Nefelus, a lush tropical realm
that has long kept itself isolated from the dealings of
the rest of the world, has recently found its tranquil
peace disturbed by a threat that even its deva-led mage
council (known as the Thraxinium) cannot squelch.
Several weeks ago, a mysterious ice floe appeared a
few miles off the coast of the island, and within a few
days, the warm and pleasant climate of Nefelus began
to grow colder, threatening the natural order.
Nefelus took action as soon as it was apparent that
the conditions were getting more severe. Endowed
with a formidable navy to protect themselves from
pirates and foreign interlopers, the Thraxinium dispatched vessels to the ice floe to investigate, and if
necessary, fight any present threat. However, unusual
arctic sahuagin attacked the ships—some speculate
that an unknown force apparently transformed and
bolstered them. Only one vessel made it to the ice
floe, and no reports came back from its crew.
Several days passed, and the Thraxinium debated
their next course of action as they did research to
combat the threat of the climate change. While they
were preparing their next moves, the magical cold
emanating from the ice f loe intensified and over the
course of one night, it formed an icy ring that cut off
any ships bound in or out of the ports. The nation of
Nefelus was under siege, and the weather was getting worse. The ice threatens to continue to spread,
and possibly engulf the entire island.
A few days ago, several members of the Thraxinium
reported that they were enacting a ritual that would
stave off any further climatic change as long as the
forces behind the unnatural cold did not greatly intensify. Although that bought a little time, it still meant
that many members of the Thraxinium had to spend
considerable resources maintaining the ritual just to
keep the island from being overwhelmed, and the icy
ring still separated Nefelus from any help by sea.
Despite being isolationist, several Thraxi (members of the Thraxinium) still maintained contact
with the outside world. Bejam, a deva on the Thraxinium, formed a friendship with a deva named
Amyria. She had been working to convince the
Thraxinium to join an allied Coalition of the mortal
realm intent on defeating a githyanki invasion. But
Nefelus had seen nothing of the githyanki save for
a single, strange burglary attempt years before, and
they’d heard even less. Reluctant to get involved, the
Thraxi, through Bejam, politely refused all Amyria’s
requests. When the Thraxinium ran out of options
to deal with the threat of the ice blockade, however,
Bejam turned to Amyria for aid.
WHAT IS
AN ADVENTURE PATH?
Scales of War is the fourth Adventure Path to appear
in the pages of DUNGEON® Magazine. But what, you
ask, is an Adventure Path? Quite simply, it is a series
of related adventures intended to form a complete
D&D campaign that takes your players from 1st
level all the way to, in the case of Scales of War, 30th
level.
Previous Adventure Paths, presented with the 3rd
Edition D&D® rules, took characters from 1st to 20th
level. But with all three tiers in the new edition ripe
and ready to explore, we’re pushing the limit with
Scales of War. Each tier takes roughly six adventures
to traverse, which means we’ll finish off this Adventure Path in about eighteen issues. Each adventure
advances characters from between one and a half
to two levels of experience. We recognize that not
everyone will meet every encounter or complete
every quest, however, so periodically, we’ll point
you to a supplemental Side Trek or short adventure
to keep your PCs on pace. Plus, roughly every few
months, DRAGON® will feature new support content
for Scales of War.
Finally, this Adventure Path is intended to function as a complete D&D campaign. That means we’ll
be making assumptions about the history of the
world as we move along, just as you would in any
campaign you run. We’ll be borrowing heavily from
the D&D mythology of 4th Edition, as well as all the
great ideas that have cropped up in other products
over the years—including the pages of past issues of
Dungeon!
Enjoy your stay in Scales of War, and keep an eye
out for next month’s installment.
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Alliance at Nefelus
Bejam’s message found its way to Amyria just
before the Coalition’s first meeting in Sayre. Once the
events of “Haven of the Bitter Glass” ended, freeing
Nefelus became Amyria’s top priority. She approached
the Coalition and told them of Nefelus’s problems, and
their need for assistance. The Coalition agreed to send
Amyria as an envoy to Nefelus in the hopes that aid to
Nefelus might bring them out of seclusion and into the
battle against the githyanki. They did so despite the
protests of the Coalition’s leader, Lord Torrance, who
secretly still fears that adding Nefelus to the group will
diminish Sayre’s importance.
Amyria knew that she’d need assistance in case
battle was necessary, and turned to the PCs to accompany her to Nefelus. Chartering a ship called Brindol’s
Pride, the adventure begins on board the ship as the
characters near the icy ring surrounding Nefelus. The
events of “Alliance at Nefelus” take place a few weeks
after “Haven of the Bitter Glass” ended.
ADVENTURE SYNOPSIS
The characters begin the adventure aboard Brindol’s
Pride, a warship f lying under the colors of the Coalition. There, they are briefed by Amyria, a longtime
and staunch ally of the characters. Recently she was
named special envoy to Nefelus, the island nation
magocracy led by a council of devas. On board the
ship, they are briefed of the mission ahead—Nefelus
is blockaded by an unknown antagonist, who has
conjured a massive ice f loe around the island and is
assaulting the tropical land with the bitter cold of a
northern winter.
The first task ahead of the PCs is to enter Nefelus.
The ship is equipped with a specially designed ramming bow and a reinforced hull to break through
THE QUESTS
In “Alliance at Nefelus,” the PCs attempt to put an end
to the drastic climatic changes being put forth from the
massive iceberg lair called Icehome, just off the coast of
the island of Nefelus. As a result of these actions, Nefelus will aid the Coalition, and the PCs can also attempt
to convince one of their important magisters to join the
Coalition. In addition, they retrieve an artifact known
as the Seed of Winter from Icehome and can bring it
back to Nefelus for research, and they can attempt to
retrieve one of the members of the last expedition to
the iceberg—a githzerai named Uarion.
Major Quest—Save Nefelus
Nefelus’s tropical climate is threatened by a massive
ice floe just off its shore. A ring of ice has formed
around the island, and the PCs must find a way to
stop the encroaching cold from destroying the island’s
environment.
Reward: 5,000 XP (and 275 pp—the equivalent of
three 15th- and one 14th-level treasure parcels—plus
the elemental prism as promised by the Thraxinium).
the ice. The fog coming off the ice mixing with the
hot tropical weather makes it particularly difficult
to see the ice ring until the PCs are right on it, at
which point they notice that they have company—a
frost giant contingent patrolling the ice to ensure that
none break through from either side. After dealing
with the frost giants and breaking through the ice,
the ship continues on to Nefelus.
Once the PCs arrive in Nefelus, they are taken
to quarters to rest while Amyria meets with the
Thraxinium. After a short while, Amyria asks the
Major Quest—Persuade Bejam to Join the
Coalition
Although succeeding in saving Nefelus endears the
Nefelese to the PCs, it would be an even greater boon
to have one of the Thraxi seated on the Coalition.
Reward: 5,000 XP.
Minor Quest—Recover the Seed of Winter
Although the Nefelese don’t know who is responsible
for directing the attack on their island, they do know
that the tool being used against them is a legendary artifact known as the Seed of Winter, long since
thought to have been in the Feywild.
Reward: 1,000 XP.
Minor Quest—Retrieve Uarion
The only survivor of the previous mission to the iceberg, the githzerai Uarion might still be alive. He is an
accomplished mentalist and someone of importance
to the Thraxinium.
Reward: 1,000 XP.
characters to accompany her to be introduced
to Bejam, a member of the Thraxinium. Bejam
explains what they know about the icy ring, the climate changes, the Seed of Winter, and the sightings
of unusual sahuagin creatures. The characters are
asked to journey to the ice floe and put a stop to the
punishing cold and blockade that imperils Nefelus. In
exchange, the Thraxinium rewards the PCs for their
efforts and considers aiding the Coalition. However,
time is running short for Nefelus; the cold assault is
growing and the containment ritual will end soon.
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Alliance at Nefelus
The PCs need to head back through the icy ring,
but to arrive at Icehome with little chance of detection, they can travel underwater. They are given three
apparatuses of Kwalish to use to make it to the ice floe.
Amyria stays behind to negotiate an alliance with
Nefelus.
The characters attempt to dodge sahuagin patrols
and make their way to the ice floe, discovering either
the underground entrance to Icehome or the last
remaining intact sailing ship of the previous expedition on the surface of the ice. Either way, they run into
arctic sahuagin and must fight their way farther into
Icehome.
Inside Icehome, the characters find a network of
caverns occupied by creatures that are apparently
subservient to or allied with Chillreaver, a doubleheaded white dragon that they might have glimpsed
on their way into Icehome. In addition, they have the
opportunity to learn information from a githzerai
now allied with Chillreaver that journeyed with the
last landing party from Nefelus.
As they ascend to the upper levels of Icehome, they
must deal with Chillreaver’s personal guards and,
finally, the white dragon himself. He is engaged in a
ritual to bring the full power of the Seed of Winter to
bear on Nefelus, attempting to shatter the containment ritual the Nefelese have in place. The characters
must fight Chillreaver and stop the Seed of Winter
from generating the unnatural cold. Once the ritual is
broken and Chillreaver defeated, Icehome begins to
collapse and the characters must flee before they are
crushed in the crumbling ice floe.
If they successfully return to Nefelus after defeating Chillreaver and retrieving the Seed of Winter, they
can attempt to help Amyria convince Bejam to join
the Coalition and fight alongside the forces of good
against the githyanki invaders.
PREPARING FOR
ADVENTURE
“Alliance at Nefelus” has the PCs beginning with a
blockade run to enter Nefelus, where they quickly
turn around to leave for Icehome, the lair of Chillreaver and source of the Nefelese problem.
This adventure is relatively straightforward to
start, but you should at least read the introductory
material and the information on Chillreaver so you
have an idea of what the group’s up against. Most
of the combat encounters inside Icehome are easy
enough to run with limited prep time, although the
first encounter (“H1. Blockade Run”) and first skill
challenge (“Approaching Icehome”) should be allocated reading time.
What You Need to Play
This adventure includes the encounters the PCs face
as they explore and adventure in the area. It also provides tactical maps and more for the adventure. If you
and your players haven’t read through the DUNGEONS
& DRAGONS® 4th Edition rules yet, that is your first
best step so that you make certain you understand the
rules. Also as mentioned above, read through at least
the first of the adventure’s “chapters” before starting.
This review enables you to become familiar with the
material and the style of presentation. You might also
want to take a look at the sections below regarding
the adventure format.
ADAPTING THE ADVENTURE
“Alliance at Nefelus” is designed with five players in
mind. You can adapt the adventure for larger groups
easily by adding more treasure and inserting a few
extra monsters using the guidelines presented in the
Dungeon Master’s Guide®. When adapting the adventure for larger groups, keep it simple. Where possible,
just add one monster whose level equals the encounter level for each additional PC. Otherwise, look for
appropriate monsters from this adventure (see the
Appendix, in particular) and the Monster Manual® or
Monster Manual 2 to help stiffen up the resistance.
Monster Manual 2 contains a great deal of new monsters appropriate for paragon tier play.
This adventure is also designed for 14th-level
characters. As written, a slightly larger group of 13thlevel characters can play through the adventure, but
be sure to give the characters plenty of chances to
take extended rests so that they can have a fair shot
at surviving the expedition. For higher-level groups,
adapting the adventure takes a bit more work. You
need to add monsters and increase the treasure
rewards to amounts appropriate for the characters.
In all, adjusting the adventure is not too arduous, and
with a little work, you can run this scenario for groups
of three to eight players, and for characters of 13th
through 16th level.
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Treasure Preparation
As with previous installments of the Scales of War
campaign, “Alliance at Nefelus” makes use of the
parcel system of treasure rewards as described in the
Dungeon Master’s Guide. The characters should accumulate fifteen parcels by the end of the adventure.
Of these, they should gain the reward for completing
the quests (four parcels for 27,500 gp or 275 pp and
the elemental prism), and then whatever treasures
they find along the way (the remaining ten). You can
TREASURE PARCELS
Parcel 6
Parcel A: _____________________
I2 Behir Lair.
Parcel B: _____________________ I2 Behir Lair.
Parcel C: _______________________ I3 Xurg elmek ’s
Chamber.
Parcel D: _____________________ I4 Uarion’s Fate (on
Uarion’s person).
Parcel E: _____________________ I5 Icy Sappers (in
the crevasse).
Parcel
9
Parcel F: ________________________I 6 Fr o s t G i a n t
Enclave.
Parcel G: ___________________ I6 Frost Giant Enclave
(on the person of Nara of the Waste).
Parcel H: ____________________ Chillreaver’s Treasure
Chamber.
Parcel I: ____________________ Chillreaver’s Treasure
Chamber.
Parcel J: ____________________ Chillreaver’s Treasure
Chamber.
Based on the guidelines in the Dungeon Master’s Guide,
the following parcels can go in the spaces above. Rely
on the wish lists your players gave you for the first
eight parcels.
supply these treasures in whatever way you wish, but
the Treasure Parcels sidebar presents the most likely
rooms to have treasure. During your preparation,
assign parcels from those that follow to the rooms
in the spaces provided. Use the players’ wish lists to
come up with magic items for the first five parcels.
(Consider saving at least one or two of the highest
level magic items for later in the adventure, after the
PCs have acheived 15th level.)
Parcel 1: Magic item, level 18.
Parcel 2: Magic item, level 17.
Parcel 3: Magic item, level 17.
Parcel 4: Magic item, level 16.
Parcel 5: Magic item, level 15.
Parcel 6: A small wooden box with an elixir of invisibility*
and 2 pieces of amber carved into stars
(100 gp each).
Parcel 7: A sparkling blue diamond worth 5,000 gp
and two potions of vitality.
Parcel 8: A velvet pouch with four ivory statuettes—a
monkey, a snake, an elephant, and a panther (6,000 gp
total for the set); and 1,000 gp.
Parcel 9: A large sack of gold coins (10,000 gp) minted
in a northern land beyond the Winterbole Forest.
Parcel 10: A platinum ring with Bahamut’s symbol
worth 2,500 gp and an ornate ruby–encrusted silver
letter opener worth 1,500 gp.
*Found in Adventurer’s Vault™.
STARTING THE
ADVENTURE
This adventure begins several weeks after the events
in the last Scales of War adventure, “Haven of the
Bitter Glass.” The PCs have had a chance to rest and
recover, and if they’re a little short on XP before tackling this adventure, you can run them through a side
trek to get them to 14th level. Once the adventure
begins, there is little time for the PCs to engage in any
sort of activities outside the scope of the adventure.
Amyria, Envoy to Nefelus
A deva scion of Bahamut and force for good, Amyria
is responsible for spearheading the efforts to bring
together the Coalition against the githyanki incursion. Amyria has been tasked to become the special
envoy to the isolationist island nation of Nefelus, due
in part to her heritage (the rulers of Nefelus are all
devas) and also because she has shown that she is
a capable diplomat. She is passionate, caring, and
charismatic. The PCs are her favorites when it comes
to getting a job done, and thus she has taken them
along to help with Nefelus’s problem.
Amyria’s statistics are in the tactical encounter
“H1. Blockade Run.”
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Alliance at Nefelus
STRIKING AN ACCORD
When the players are ready to begin, read the
following:
The adventure begins with the PCs aboard the
Brindol’s Pride, a specially outfitted caravel that is
designed specifically to break through the ice ring
that is cutting off the island nation of Nefelus from the
rest of the world. Joining the PCs aboard is Amyria,
the scion of Bahamut and recently appointed envoy to
Nefelus. If the characters have participated in “Den of
the Destroyer” or “Haven of the Bitter Glass,” they’re
sure to know Amyria.
About a week ago, you left the city of Sayre at the behest
of your friend and staunch ally Amyria, a deva scion
devoted to Bahamut’s cause and the opposition of evil in the
world. She asked you to accompany her on a mission to the
isolationist island nation of Nefelus. When she mentioned
to you that you should dress for cold weather even though
Nefelus’s a tropical island, the questions started flying. She
gave you a full briefing as you prepared to depart aboard
Brindol’s Pride, an odd-looking caravel with a reinforced
hull and a sharpened steel bow.
WHAT THE PCS KNOW
The PCs were provided with the following information from Amyria at the outset of the mission. Amyria
mentions that more information should be forthcoming once they arrive in Nefelus.
The tropical island nation of Nefelus is under
assault by a sort of unnaturally cold weather. It is obvious to the Nefelese that this environmental change is
being directed by a malign intelligence.
Nefelus is an isolationist nation run by a council of
deva mages called the Thraxinium. They are known
to be among the most knowledgeable arcanists in the
world, and their storehouses of information contain
secrets lost to the other civilized races. In addition,
their navy is incredibly strong and bolstered by their
ancient magic. With these two assets, Nefelus has
remained fiercely independent until their recent call
for aid to Amyria.
The chilling weather has become so intense that
a ring of ice has formed around the island, trapping
their ships and cutting off any travel to or from the
island. Although the Thraxinium is maintaining a
ritual to keep the worst of the cold from assaulting
the island proper, they cannot maintain it for much
longer.
Amyria and the Coalition have decided to come
to Nefelus’s aid with the hopes that Nefelus will join
the Coalition if they are successful. The captain of
the caravel Brindol’s Pride volunteered to have his
ship fitted with the appropriate equipment to break
through ice, and Amyria assembled a team (the PCs)
to accompany her to the island.
DC 22 Insight: Amyria is keeping something from
the characters, which is uncharacteristic of her. If
pressed, she admits that she is uneasy about meeting
other devas, especially some as ancient as members
of the Thraxinium. She is also concerned that if she
fails in this task, the Coalition forces will lack a key
ally—one that can provide substantial military and
magical support.
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When the PCs have been briefed, read the
following:
Your journey to Nefelus is now almost complete. A massive
bank of fog looms directly ahead, and the air becomes chilly.
A cry comes out of the crow’s nest from the lookout. “Iceberg
to starboard!” Looking to the right, you can see a gigantic,
shadowed mass far off in the fog, and it stands at least 100
feet tall.
You continue on, the waves licking at the hull of the ship,
and then finally, after a few more cold hours, the fog begins to
lift and you see a thick ring of ice floating up ahead. Smaller
chunks of ice, some the size of large wagons, bob up and down
in the water near the ship. Just as you see a clear picture of the
ice ring and the captain is preparing to ram, you notice that
several large forms become visible through the mist.
Tactical Encounter: H1. Blockade Run (page 18).
Welcome to Nefelus
After their run-in with the frost giant patrol, the ship
continues on to the port of Nefelus.
You sail on through the cold and fog for another mile or so.
Abruptly, the fog lifts, the sun shines, and you are awash in
the steamy heat of a tropical paradise.
As the ice rapidly melts off the ship’s bow, you see a city
rise before you, clinging to the massive cliffs of an inlet.
All around you in the bay, fishing boats and naval vessels
meander about, clinging close to the shores. Many more are
docked along the cliff shores. Switchback stairs, walkways,
and small wooden buildings dot the lush cliffsides. At the
far top of the cliffs, hundreds of feet in the air, larger wooden
structures are packed tightly together, huddled close to
the cliff’s edge and away from the dense rainforest that
surrounds the city. At the horizon, a great domed structure
rises above all to dominate the skyline; from this distance, it
looks like a temple or perhaps a university.
Amyria explains to the PCs that the Nefelese don’t
have many visitors from the mainland, and it is both
an honor and a privilege to be allowed to enter as
guests. She also explains that Nefelus is both the
name of their capital and nation, and that few other
settlements are on the island. She can also provide
most of the information in the sidebar on Nefelus if
asked (except for the names of the taverns and supply
shops), since she has been briefed by the Coalition
upon being appointed special envoy.
Nefelus’s History
A character knows the following information with a
successful History check.
DC 11: Nefelus is an island nation ruled by a council
of deva mages called the Thraxinium. Nefelus has one of
the largest known contingents of devas in the world; some
say that almost the entire island is sacred ground and most
devas reincarnate here. All citizens of prominence are devas.
The Nefelese have remained isolationist for at least the last
two centuries, having little contact with the mainland.
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DC 18: The Nefelese believe that knowledge and
magical prowess are the two greatest attributes an
individual can possess. Their ancient and massive Great
Library, which also serves as their governmental seat,
university, and temple to Corellon and Ioun, is said to
contain secrets long lost to the rest of the world.
NEFELUS
Capital and only city of the tropical island nation
bearing the same name, Nefelus is built among the
vegetation on either side of the high cliffs of an inlet.
Population: 32,500; few live more than a mile
from the cliffside shores, since the rainforest beyond
is dense. Most of the residents are devas; there is
a minority population of eladrin, elves, gnomes,
half-elves, and humans here. The rest of the races
are unknown to Nefelus, although some say that
dwarves, dragonborn, and goliaths live in the mountains in the interior of the island.
Government: Nefelus is a magocracy, ruled by a
council of seven deva mages called the Thraxinium.
The council is elected once every ten years by devas
that possess the ability to cast rituals. No other Nefelese citizens are allowed to vote for the Thraxinium.
The government sits in the Great Library, a massive
domed structure that rises above all other buildings
and is also the university, library, and main temple
complex to Corellon and Ioun. In foreign affairs,
Nefelus is isolationist, conducting only limited trade
and relations with the outside world.
DC 23: The Nefelese have lived on this island for as
long as anyone can remember, and in times past, they
used to trade and relate to the other nations of the world.
However, a threat from the Elemental Chaos more than
two centuries ago almost destroyed their idyllic culture.
They blamed the other civilizations for their ignorance, and
after ensnaring the threat and locking it away in the world,
withdrew almost all ties to the mainland.
Defense: Nefelus is without a standard army or
militia, having rebuked any external threats with
their magic or naval might. Rather, they have the
Nefallum, an organized military force consisting of
approximately 100 deva mages, answerable to the
Thraxinium. They also have a 200-ship navy known
as the Sea Sentinels, consisting of about 2,500 officers, sailors, and marines. Their naval vessels are
often powered by magic and are considered some of
the finest crafted in the world.
Inns: Due to its isolationist nature, there is little
profit to be had for an innkeep. Those that seek
boarding can arrange such with a boarding house.
Taverns: Navah’s House of Spirits, Gertie’s Brown
Bottle, The Green Parrot.
Supplies: Gamal’s Gear, Nefelus Outfitters.
Temples: The Great Library (Corellon and Ioun),
The Valorous Spire (Bahamut), Brighthall (Pelor);
Melora is worshiped at small shrines in most homes
and by sailors.
Meeting Bejam
Meeting the deva Thraxi is an important event. The
PCs have the chance to make a good impression on
the leadership of Nefelus.
Roleplaying Encounter: Meeting Bejam (page
21).
Once the PCs have agreed to help Nefelus out,
Bejam escorts them out of the sitting room into the
entry hall where the PCs meet up with Amyria. He
asks the PCs if he can provide any mundane provisions for the PCs, and he offers up spiked ice shoes if
the PCs want them.
With Amyria in tow, Bejam escorts you down one of those
mysterious hallways that leads farther into the Great Library.
At the end of the hall, a spiral staircase leads down into the
darkness. As you descend down, softly glowing orbs affixed
to the walls light your way. The stairs continue for hundreds
of feet. Eventually, you come to a door with a strange series
of sigils on its face. Bejam softly intones some words and the
sigils flash. He opens the door, revealing a workshop with all
sorts of tools and arcane objects lying about on various tables.
Beyond the workshop, the cavernous room is what
looks to be a dock, but no tunnel leads out into a waterway.
Floating in the pool are three curious objects; they look like
giant silvery lobsters with glass windows where their eyes
should be. You can see seats and a number of levers through
the windows; these appear to be a sort of vehicle.
Bejam explains that those three vehicles are known
as apparatuses of Kwalish, named after the wizard that
invented them. He then continues to brief the PCs on
their mission in a conversational manner.
& When we realized that the first ships were
attacked and the ice ring blockaded us, we
prepared these vehicles for use. They are
submersible craft.
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& The PCs are to pilot the apparatuses of Kwalish to
the iceberg so they arrive without much notice.
The previous attempts at traveling by ship and
the presence of the ice ring make conventional
means of getting there riskier.
& Each apparatus can carry two people. One of the
two needs to be piloting at all times; the other
should keep lookout and can operate the claws
if needed. The vehicles are equipped on the
lever console with a homing arrow that has been
attuned to the iceberg such that the arrow always
points toward the iceberg.
& It should take approximately 3 hours to reach the
iceberg from here. The vehicles are easy enough
to pilot. You need to surface the vessels after you
arrive so that the air can be replenished; there’s
only enough air in one of these to take you there.
(Bejam gives the PCs a quick course in piloting
the apparatus.)
After your piloting instructions, Bejam assembles you all
at the dock. “I have two more items for you to take with you.
I am certain that they will be of aid to you on the mission.”
He produces a small flickering prism and a scroll tube from
his robe.
“This object is called an elemental prism. We know that the
Seed of Winter grants creatures under its influence resistance
to cold attacks, and the prism allows the user to circumvent
such defenses while providing the user with protection.”
“The ritual inked on this scroll is called Solace Bole.
It will transport you to a small secluded place in a pocket
plane where you can rest and regroup. Time will pass
normally there, but when you return, only an hour will have
gone by. With the short amount of time we have before our
defenses are shattered, you might find this necessary.”
Statistics for the apparatus of Kwalish can be found
in Adventurer’s Vault (page 17), and statistics for the
elemental prism and the Solace Bole ritual are located
in Appendix II (see page 50). The elemental prism is
considered a treasure parcel for the party, since they
keep it at the conclusion of the adventure.
Bejam can also obtain any other mundane provisions the PCs think that they might need for the
journey, including spiked ice shoes that might provide
them with better grip on areas of slick ice, at the cost
of speed (see “Using Ice Shoes” on page 13).
Bejam wishes the PCs good luck on their mission
and helps the PCs enter the vehicles if needed.
As the PCs are ready to depart in the
submersibles, read:
Amyria asks one of you to reopen the hatch. She leans in
and says quietly, “One last thing before you leave. I think
that it might be possible to convince Bejam to join the
Coalition as a representative of Nefelus. I will stay here
and attempt to work toward that goal, but ultimately it will
depend on the success of your mission. May the platinum
dragon bring justice to our enemies.”
Approaching Icehome
Once inside the apparatuses, the PCs must travel
through the depths of the sea to Icehome.
Skill Challenge: SC1. Traveling to Icehome (page
23).
ICEHOME
Constructed from Chillreaver’s will and the power
of the Seed of Winter, Icehome is the epicenter of the
climate changes and the white dragon’s lair. It is still
continuing to grow, and a floating ice bridge miles
long connects it to the ice ring off the coast of Nefelus.
Only two entrances lead into Icehome; either through
the mountainous calderalike opening at the top of
the iceberg (which the dragon, ice gargoyles, and frost
giants use), or the undersea entrance that the arctic
sahuagin use.
Icehome was formed only recently, and the
bottom levels of the iceberg lair are still in a rough
state. Chillreaver has concentrated most of his recent
energy on creating the ice ring blockade that surrounds Nefelus and hasn’t had the opportunity yet to
refine the under-dwellings.
Icehome consists of three levels. On the lowest
level, the arctic sahuagin baron Xurgelmek and an
eye of frost beholder maintain order among the other
arctic sahuagin and their pets. This level is also just
below the surface of the sea, and the entrance to
Icehome is underwater. This level is connected to the
second level by a shaft that the beholder commonly
uses to give reports on the sahuagin to the frost giants.
Frost giants rule the second level of Icehome; in
particular, a frost giant ice shaper named Nara of the
Wastes heads up the forces. In addition, Chillreaver
has designated this level as the place to keep prisoners, since the frost giants are better organized and less
prone to outright savagery than the sahuagin. An ice
bridge leads directly up to the third level.
The top level is Chillreaver’s lair and is the most
refined of the three levels. Chillreaver has begun the
process of shaping the ice into a grand fortress for
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himself, and his ice gargoyle creations wait patiently
for his instructions in the entry hall. The dragon’s
main chamber is where he keeps the Seed of Winter,
and he attends to it regularly, guiding its power with
his will. In Chillreaver’s treasure room, a shaft leads
out the top of Icehome, through the caldera.
Features of Icehome
The following features are common in Icehome.
Illumination: The inside of Icehome is illuminated by a strange soft glow emanating from the walls
of the chambers. Unless otherwise noted, all areas are
brightly lit. Underwater areas are dimly lit.
Walls and Floors: Since Icehome is constructed
completely of ice, it stands to reason that traversing
the ground might be a little hazardous. Thankfully,
the lower two levels are spotted with snow and are
easier to traverse. On these two levels, unless otherwise
noted, the terrain is treated as normal terrain. The top
level is slick, however, and creatures without ice walk
(or another means of travel such as flying or teleporting) treat the terrain as difficult terrain and are moved
1 extra square when subjected to forced movement.
Using Ice Shoes: If a PC is wearing ice shoes
(either given to them by Bejam or found in Icehome),
it gives them –1 speed, but they are considered to have
ice walk.
Stalagmites: Many stalagmites are on the two
lower levels of Icehome; these are treated as blocking terrain, but creatures can cut the corners while
moving around them.
Frigid Cold: Icehome’s interior and exterior is
considered an area of cold weather. Every 8 hours a
PC is in Icehome without resistance to cold, the PC
must succeed on a DC 22 Endurance check or lose
a healing surge. If the PC has no healing surges left
when the check is failed, the PC loses hit points equal
to the character’s level. See the Dungeon Master’s
Guide, pages 158–159 for more information.
Extended Rests
Taking extended rests at the wrong place in Icehome
is difficult. In addition, should Chillreaver’s forces
go on alert, the situation becomes dicey for the PCs.
Also, the PCs need to consider an element of time—
they have less than 24 hours to stop Chillreaver
before Nefelus’s magical defenses fall and the island is
assaulted by the climate change.
INVESTIGATING
ICEHOME’S EXTERIOR
If the PCs decide to investigate the surface of Icehome
instead of going inside the undersea entrance, they
find an intact Nefelese sailing vessel pulled partially
ashore. If they go aboard, it is clear that the ship has
been ransacked of all valuables, and there appears to
have been a bloody battle, although no crew remains.
The ship is otherwise in sailing condition, and with a
crew of four, can be readied quickly to depart.
A DC 23 Perception check outside the ship reveals
webbed tracks leading back to the sea and drag
marks spotted here and there with blood. Uarion’s
tracks up the side of the iceberg have long since been
concealed by the wind and snow.
If the PCs tarry too long here, they might encounter a frost giant patrol consisting of three frost giant
scouts and a frost giant (a level 14 encounter worth
4,600 XP).
However, the PCs do have a few options. First, the
Solace Bole ritual should allow the PCs to disappear
from the area, rest up, and return with only 1 hour
passed. This can be absolutely critical when used at
the right time, since it gives the party an extended
rest on demand.
The other option to resolve a more mundane,
6-hour extended rest is to clear a level of Icehome and
then camp in the cleared level. Most of the creatures
don’t journey into the levels below where they normally live, so the party should be relatively safe if the
denizens of Icehome aren’t actively looking for the PCs.
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If the PCs are careful enough, they could have two
extended rests within the 24-hour time frame, thanks
to the ritual. This should be sufficient for groups that
manage their resources effectively.
1. Entrance Cavern
This area is where the arctic sahuagin guards and
raiders congregate. The undersea entrance opens
up here onto the icy cavern floor. To the southeast, a
water-filled tunnel flows into Xurgelmek’s chamber.
Tactical Encounter: I1. Entrance Cavern (page
24).
2. Behir Lair
Natural stairs ascend up into this expansive cavern.
The floor here is dotted with stalagmites, as with
other areas of this level. Two ledges, one to the east
and the other to the south, connect with Xurgelmek’s
chamber and rise 10 feet from the floor. The sahuagin
keep an icetouched behir that frost giants brought
recently. The icetouched behir has been affected by
the Seed of Winter, and it has been kept happy by a
steady diet of Nefelese from their last failed attempt to
investigate Icehome, but it grows hungry again.
Tactical Encounter: I2. Behir Lair (page 26).
3. Xurgelmek’s Chamber
The leader of the arctic sahuagin, a baron named
Xurgelmek, dwells in the western half of this chamber. A 20-foot high ledge splits the chamber in half,
and a beholder eye of frost dwells in the other half of
the chamber, keeping guard on the shaft leading up to
the second level and where the frost giants dwell.
Tactical Encounter: I3. Xurgelmek’s Chamber
(page 28).
4. Elemental Farm
An eerie glow bounces off the stalagmites in this
room. To the west, a pair of ledges rises up to give a
commanding view of the room. Chillreaver enjoys
projects, and several of the stalagmites in this
room are cocoons for servitor elementals that are
waiting to be activated. Uarion, the missing githzerai mindmage, has also fallen under the sway
of Chillreaver and the Seed, and they are here, as
well. Uarian has oversight of the elementals. The
chamber exits in a tunnel to the north.
Tactical Encounter: I4. Uarion’s Fate (page
31).
5. Umber Hulk Lair
The defining feature of this chamber is the crevasse splitting the ice in the center of the room.
More stalagmites dot the floor, and a newly
excavated tunnel in the southeast region of the
chamber leads to the frost giant enclave. Another
tunnel leads to the north, but it is partially
blocked by a massive stalagmite.
Tactical Encounter: I5. Icy Sappers (page
34).
6. Frost Giant Enclave
This massive chamber is the home of the frost
giants. A slippery ice bridge rises to the grand hall
on the next level, and a cold stream pools up near a
natural staircase on the far side of the ice platform,
nearly cutting the room in two. Unlike the other
chambers on this level, the whole of the floor is
devoid of stalagmites. Nara of the Wastes keeps her
retinue here, and they use their linked portal to
travel back to their northern home when necessary.
Tactical Encounter: I6. Frost Giant Enclave
(page 35).
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7. Grand Hall
9. Treasure Chamber
Chillreaver’s refinements start to show in this
room, since it appears to be constructed with
precision rather than crudely or naturally shaped.
The room contains six ice pillars that lead into the
main chamber, where a number of ice gargoyles
stay motionless and await the commands of their
master or unauthorized visitors. A secret door
to the south leads to the treasure chamber, and
to the east an illusory sliding ice wall provides
access to Chillreaver’s main chamber.
Tactical Encounter: I7. Gargoyles in the
Hall (page 38).
Accessible only through secret entrances to the north
and west, this chamber has a platform 30 feet above
the floor that cuts the room in two. Icy pillars mark
the boundary of the platform and the floor below. On
the platform is Chillreaver’s treasure hoard, as well as
an exit shaft leading out of Icehome to the top of the
iceberg.
Illumination: This area is brightly lit.
Ceiling: The ceiling is 60 feet from the lower floor.
Floor: The floor here is treated as difficult terrain
for anyone moving on it without ice walk. In addition,
creatures without ice walk standing on the floor are
moved 1 additional square when subjected to forced
movement.
Platform: Roughly half of the room is 30 feet
above the lower floor. On this platform are the interesting baubles and spoils of Chillreaver’s conquests
(his treasure parcels are found here).
Exit Shaft: This smooth ice shaft is 15 feet in
diameter and heads out the top of Icehome (see
“Escape from Icehome” for more information). It
requires a DC 30 Athletics check to climb up it. After
40 feet, the terrain becomes a bit easier to climb since
it gradually slopes upward for another 40 feet (DC
10 Athletics check to climb) before again becoming a
50-foot sheer climb to the top of the rim (DC 25 Athletics check to climb).
8. Chillreaver’s
Chamber
This impressive chamber is dominated by a pedestal that rises 50 feet from the floor. On top of
the pedestal is the Seed of Winter, glowing with
the cold beams of the ten silver mirrors set into
alcoves along the north and south sides of the
top level walkway. Along the eastern wall is a
massive dais inscribed with runes of power that
Chillreaver uses to augment the effects of the
Seed of Winter. To the south, a secret door allows
access to the treasure chamber.
Tactical Encounter: I8. Chillreaver’s Seed
(page 40).
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Escape from Icehome
Upon significantly reducing the Seed of Winter’s
power, the magic energy sustaining Icehome
begins to unravel and the structure starts to collapse. The PCs must move away from the iceberg
before it completely collapses!
When the PCs disable the Seed of Winter
trap, read:
The Seed of Winter is knocked free of its position on
the pedestal. A crackling blast of white frost resonates
out from the Seed, through the room, and beyond.
After 5 more combat rounds (if necessary),
read:
The floor begins to vibrate as a rumbling sound
is getting increasingly louder. That noise is soon
overtaken by a deafening “Crack!” You soon come to
the conclusion that the iceberg is crumbling apart!
The PCs must now participate in a skill challenge
to escape from Icehome before it becomes their
tomb. It doesn’t matter which way they go—down
to the undersea entrance to take off in the apparatuses of Kwalish or up to the top of the iceberg
to make their way back down to the shore and
the last Nefelese vessel out (see “Investigating
Icehome’s Exterior” on page 13 for more information about the Nefelese ship).
If the PCs are still engaged in combat with
Chillreaver, it might make for an exciting finale
to weave the skill challenge as the characters
escape the crumbling iceberg in with the battle.
Skill Challenge: SC2. Escape from Icehome (page 43).
RETURN TO NEFELUS
After the PCs escape from the destruction of Icehome, they can return back to Nefelus to report the
details of their mission to Amyria and Bejam, and
then they can attempt to convince the Thraxus to
become part of the Coalition.
With the defeat of Chillreaver and the destruction of his
iceberg lair, the weather begins to warm. As you approach
the island nation, the icy ring has already begun to crack
and break into swiftly melting floes of ice.
After the PCs dock their vessel, they are taken back
to the Great Library to meet once again with Amyria
and Bejam. The PCs can relay what has occurred on
the iceberg.
If the PCs brought back the githzerai mindmage
Uarion, Bejam is thankful for his return, and promises to have their best priests tend to him.
If the PCs return with the Seed of Winter, Bejam
asks to have the Thraxinium study it before handing it
back to them.
If the PCs mention the silver mirrors used to
augment the power of the Seed of Winter:
Bejam looks concerned at this news. “Ten, you say? We are
still missing a few more, and if their magic can be perverted
to power a fell artifact, who knows for what else the mirrors
have been appropriated.”
When the PCs are finished telling their story,
read:
“Our gratitude runs deep for what you’ve done today. We
will reward you handsomely for your efforts, and you can
be sure that Nefelus will provide aid to your cause on the
mainland. Would there be anything else you’d ask of us?”
You catch Amyria’s eye as Bejam awaits your answer.
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If the PCs decide to take Amyria’s cue, they might ask
Bejam to personally join the Coalition on behalf of his
nation.
Skill Challenge: SC3. Convincing Bejam (page
44).
CONCLUDING THE
ADVENTURE
The PCs have defeated Chillreaver and saved the
island nation of Nefelus from a great disaster. In so
doing, the Nefelese have decided to end their isolation
and are sending both magical and naval aid to the
Coalition. If they were convincing enough, the PCs
might have persuaded Bejam, one of the Thraxinium
of Nefelus, to personally join the Coalition to give his
people a voice in the fight against the githyanki threat.
After a few days of rest in the tropical island
weather, Amyria and Bejam are ready to return to the
mainland and to the Coalition. Amyria speaks little
of her recently discovered past with the Nefelese. As
promised, the Seed of Winter is returned to the PCs,
who are told that it is vitally important that one of
them hold on to it until its true purpose becomes
known. They can relate the story of the Seed of Winter
from their research (see Appendix 2 for more information). Uarion is nursed back to health, since the
changes wrought by Chillreaver and the Seed fade
within hours of his return to Nefelus.
What Have the PCs Learned?
At the conclusion of “Alliance at Nefelus,” the PCs
should learn the following information.
& The isolationist island of Nefelus, known for its
vast stores of ancient knowledge and formidable
navy, has decided to aid the Coalition.
& Bejam, a deva spellcaster and member of the
magocracy that governs Nefelus, has (most likely)
decided to accept a seat on the Coalition.
& The PCs have recovered an artifact known as the
Seed of Winter from a two-headed white dragon
known as Chillreaver. The artifact was given to
Chillreaver by a fomorian king from the Feywild
named Cachlain.
& Many silver mirrors that were placed all around
the world and used as communication devices
by the Nefelese have gone missing. Some turned
up in Chillreaver’s lair, having been repurposed
for augmenting the Seed. Many more are still
missing.
& Members of the Coalition have been attacked
and possibly slain, and the council is falling into
chaos. The Coalition is looking for a new leader.
Read the following at the conclusion of the
adventure, which leads the PCs into the next
installment of the Scales of War adventure path,
“Throne of the Stone-Skinned King.”
As you assemble at the dock in Nefelus, Bejam gives his
regards to his assembled family and friends. While Bejam
is distracted with his goodbyes, Amyria leans in to speak
with you in a troubled tone.
“I have just received a message from Fariex. He is brief,
since he communicated by using a Sending ritual. The
Coalition has suffered great losses. They are in chaos and in
dire need of new leadership. We must return immediately.”
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H1: BLOCKADE RUN
Encounter Level 18 (10,800 XP)
Setup
1 Amyria, Envoy to Nefelus (A)
5 frost giant scouts (S)
3 frost giants (F)
On each subsequent turn, the ship breaks through
part of the ice ring. Move the ship forward 1 square.
Once it is completely free of the ice ring (no ship
squares are in the squares that were occupied by the
ice ring), it continues forward at a speed of 6 squares.
The PCs might need to head back on the ship at that
point if they have disembarked to fight.
Tactics
As the ship Brindol’s Pride closes in on the icy ring to
break through the frozen blockade, a frost giant patrol
attacks the PCs and possibly the ship.
As Brindol’s Pride approaches the ice ring, read:
Several frost giants take form out of the freezing fog.
Some wield enormous frozen greataxes and others draw
back frosty bows with ice arrows. They are positioned on
the ice ring, where they are preparing to attack, while the
ship continues to move toward the ice at ramming speed!
The PCs are on the deck of the ship when combat
begins, along with Amyria. Make sure to roll initiative for Amyria along with the PCs, since she leaps
into the fray to fight the giants as well. You might
wish to make a copy of Amyria’s stat block and hand
it to one of the more experienced players to control
her for this fight, or if a PC falls unconscious, allow
that player to play her until his or her character is
back in the action.
Development
Unless played by another player, Amyria readies
an action to jump off the ship and charge the nearest giant when the ship contacts the ice ring. She
attempts to rally the PCs close enough to her to affect
them with crusader’s assault and the aura of recovery.
The frost giant scouts attempt to keep the PCs at
range, and they open up with their chillshards if they
can affect multiple PCs on the ship. They continue
to move and shoot with icy arrows, and they even
consider jumping onto an ice floe if it gives them
a tactical advantage. When the last of the scouts
becomes bloodied, he attempts to flee the combat,
running along the ice ring back toward Icehome
(which is about 2 miles from this area).
The frost giants attack any PCs that come close
enough to them; if they have no real options, they
start attacking the ship with their greataxes. They
use their handaxes only if there’s no other option that
presents itself. Unlike the scouts, the frost giants fight
to the finish.
Amyria (A)
Level 14 Elite Soldier (Leader)
Medium immortal humanoid
XP 2,000
Initiative +16
Senses Perception +12
Aura of Recovery aura 3; allies that start their turn in Amyria’s
aura gain a +2 bonus to all saves until the start of their
next turn.
HP 252; Bloodied 126
AC 30; Fortitude 24, Reflex 27, Will 28
Resist 10 radiant
Saving Throws +2
Speed 8
Action Points 1
m Longsword (standard; at-will) & Radiant, Weapon
+21 vs. AC; 1d8 + 7 damage, and the target is marked
until the end of Amyria’s next turn. While so marked, if the
target doesn’t attack Amyria, the target takes 7 radiant
damage.
M Double Attack (standard; at-will) & Radiant, Weapon
Amyria makes two longsword attacks.
M Crusader’s Assault (standard; requires longsword; at-will) &
Radiant, Weapon
+21 vs. AC; 1d8 + 7 damage plus 1d8 radiant damage, and
one of Amyria’s allies within 10 squares can make a basic
attack as a free action against the same target.
R Bahamut’s Accusing Eye (standard; at-will) & Cold, Radiant
Ranged 10; +18 vs. Reflex; 2d8 + 7 cold and radiant
damage, and ongoing 5 cold and radiant damage and the
target is slowed (save ends both).
Memory of a Thousand Lifetimes (free, when the Amyria
makes an attack roll, a skill check, or an ability check and
dislikes the result; encounter)
Amyria adds 1d6 to the triggering roll.
Alignment Lawful good
Languages Common,
Draconic, Supernal
Skills Diplomacy +15, Religion +17
Str 10 (+7)
Dex 12 (+8)
Wis 21 (+12)
Con 12 (+8)
Int 18 (+11)
Cha 16 (+10)
Equipment plate armor, longsword
Roll initiative for the ship and add a +2 modifier. When
it comes to the ship’s initiative, the ship moves straight
forward until it reaches the ice ring, and then slams
into the ice. Make an attack at +18 vs. Fortitude against
all characters standing on the deck of the ship when it
rams the ice ring. On a hit, the target is knocked prone.
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Features of the Area
Illumination: The fog provides concealment to
targets 10 squares or farther away.
Ice Ring: The ring has enough snow on top to provide traction, and it is treated as normal terrain.
Ice Floes: A number of ice floes are present in
the water near the ship and the ice ring. These are all
a bit slippery and are treated as difficult terrain. A
creature subject to forced movement while on an ice
floe is moved an additional square. Creatures with ice
walk ignore the difficult terrain and additional forced
movement.
Brindol’s Pride: The ship has a crew of 12 besides
Amyria and the PCs, 300 hit points, a swim speed of
6 squares, AC and Reflex defenses of 2, and a Fortitude defense of 30. If the ship drops to 0 hit points,
its hull is breached and it starts to sink. Its movement
is reduced to 0, and it sinks into the sea in 3 rounds.
The PCs might need to think quickly to save the crew
and they have to swim one mile in freezing cold water
(see the Dungeon Master’s Guide, page 159, to see how
characters are affected by frigid cold) to the port of
Nefelus before they are rescued.
Aftermath
Keep in mind to divide the XP share by an extra participant due to Amyria’s assistance in the combat. So,
if you have five PCs, you should award each PC onesixth of a share instead of one-fifth.
When the encounter is finished and the ship has
broken through the ice ring, go to “Welcome to Nefelus” on page10.
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5 Frost Giant Scouts (S)
Level 15 Artillery
Large elemental humanoid (cold, giant)
XP 1,200 each
Initiative +13
Senses Perception +17
HP 115; Bloodied 57
AC 28; Fortitude 26, Reflex 28, Will 27
Resist 15 cold
Speed 9 (ice walk)
m Icy Spear (standard; at-will) & Cold, Weapon
Reach 2; +20 vs. AC; 1d10 + 6 cold damage.
r Icy Arrow (standard; requires longbow; at-will) & Cold,
Weapon
Ranged 20/40; +22 vs. AC; 1d12 + 8 cold damage, and the
target is slowed until the end of the frost giant scout’s next
turn.
A Chillshards (standard; recharge 7 8) & Cold, Weapon
Area burst 1 within 20; +20 vs. Fortitude; 1d12 + 8
cold damage, and the target is slowed and cannot take
immediate or opportunity actions until the end of the frost
giant scout’s next turn. Aftereffect: The target is slowed
until the end of the frost giant scout’s next turn.
Tundra Hunter (standard; recharges when first bloodied)
The frost giant makes a melee or ranged attack. If the
attack hits, the target gains vulnerable 10 cold (save ends).
Aftereffect: The target gains vulnerable 5 cold (save ends).
Quick Release
The frost giant scout does not provoke opportunity attacks
when it makes ranged or area attacks.
Icebound Footing
When an effect pulls, pushes, or slides a frost giant, the
giant moves 2 squares less than the effect specifies. Also,
a frost giant can make a saving throw to avoid being
knocked prone.
Alignment Evil
Languages Giant
Skills Athletics +16, Stealth +18
Str 19 (+11)
Dex 23 (+13)
Wis 20 (+12)
Con 19 (+11)
Int 10 (+7)
Cha 10 (+7)
Equipment hide armor, spear, longbow, 40 arrows
3 Frost Giants (F)
Level 17 Brute
Large elemental humanoid (cold, giant)
XP 1,600 each
Initiative +11
Senses Perception +13
HP 201; Bloodied 100; see also dying swipe
AC 29; Fortitude 32, Reflex 27, Will 28
Resist 15 cold
Speed 8 (ice walk)
m Icy Greataxe (standard; at-will) & Cold, Weapon
Reach 2; +20 vs. AC; 4d6 + 7 (crit 8d6 + 31) cold damage.
M Dying Swipe (when the frost giant drops to 0 hit points)
The frost giant makes an icy greataxe attack.
M Chilling Strike (standard; recharge 78) & Cold, Weapon
Reach 2; +20 vs. AC; 2d6 + 7 cold damage, and the target
gains vulnerable 10 cold (save ends).
R Icy Handaxe (standard; at-will) & Cold, Weapon
Ranged 5/10; +20 vs. AC; 2d8 + 7 cold damage.
Icebound Footing
When an effect pulls, pushes, or slides a frost giant, the
giant moves 2 squares less than the effect specifies. Also,
a frost giant can make a saving throw to avoid being
knocked prone.
Alignment Evil
Languages Giant
Skills Athletics +19
Str 23 (+14)
Dex 16 (+11)
Wis 20 (+13)
Con 21 (+13)
Int 10 (+8)
Cha 12 (+9)
Equipment hide armor, greataxe, 3 handaxes
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MEETING BEJAM
Roleplaying Encounter
Encounter Level 14
Running this Encounter
The PCs disembark at the port, and they are led up
the cliffside walkways and through the crowded city
streets to the Great Library, where they are given
the opportunity to rest and then meet with Bejam, a
member of the Thraxinium.
Play up the sights of Nefelus. This is a city unlike
others the PCs have likely visited. The Nefelese are
powerful mages and use their knowledge to enhance
their city in many ways. The closest comparison is
Sayre, in the PCs’ experience, but even that city of
sages and artists pales in comparison to Nefelus.
Once the ship is docked, you leave the mundane tasks to
the crew and depart with Amyria into the wondrous city of
Nefelus. Scaling up the sides of a verdant cliff dotted with
buildings that smell like fish and the salty spray of the sea,
you reach the top and are nearly lost in the crowded, busied
masses of people moving about. Even in the midday sun,
the crowds move rapidly this way and that, but they always
appear to be aware of your presence and never bump or
brush up against you.
You continue to make your way through the wooded
streets, rife with the sounds of conversation, the chatter of
tropical birds, and the constant whispering of the breeze
through the exotic trees. After navigating through this
urban maze for well over two hours, the entrance to the
Great Library is before you. All you need do now is climb
the hundreds of stairs to the domed complex’s yawning gate.
Amyria looks to you and says, “Here we are. We’re
to meet one of their council in the entry hall. His name’s
Bejam. Let’s go upstairs and see if we can ask around for
him.”
When the PCs head up the stairs and go inside
the Great Library, read:
A great entry hall stretches on for what seems like hundreds
of feet. Each direction is dotted with multiple hallways and
doors leading farther into the complex. Above, you can see
the beautiful blue sky streaming through the glass dome,
but you’re certain that from the outside, the dome looked
like it was crafted out of wood. In the center of the hall, a
hundred-foot-high orrery depicting the planes and the world
gleams in the sun. The surfaces in the orrery’s universe shift
and move, as though alive with activity.
Just as you come to the realization that the stifling,
humid air has abated, a male deva dressed in a shimmering
blue-violet robe with small platinum wings adorning his
back approaches you. He smiles at your retinue and says,
“Welcome to Nefelus, our most honored guests. I am
Bejam, Sixth Thraxus and Keeper of the Mirrors. It is good
to see that you arrived without much delay. Amyria, I will
take you before the Thraxinium to discuss the specifics of
our situation. As for your retinue, I will have an attendant
escort them to a waiting room where they can rest. I am
certain we will have need of their expertise soon enough.”
What Bejam Knows
The PCs do not get to meet with Bejam immediately.
Following protocol, he wants a meeting with Amyria
first. After his initial introduction, Bejam motions to
another deva in the chamber, and exits with Amyria,
leaving the PCs to be escorted to a well-appointed sitting room where they can rest. They are told by the
attendant that it will be some time, and they should
rest if they can (the PCs can take an extended rest
here if they so desire).
If the PCs try to discuss matters with Bejam before
he has had a chance to bring Amyria to the council,
he tells them that they might ask their questions after
they return from their meeting. Bejam and Amyria
return after 6 hours.
After a long wait and numerous inquiries as to your food
and beverage preferences by the attendant, Amyria and
Bejam arrive in your sitting room.
Amyria speaks. “After long discourse and debate, I
have talked on behalf of the Coalition and we’ve entered an
arrangement with the Thraxinium. If you assist Nefelus in
shedding its problem, they have agreed to at least support
the Coalition with material and knowledge. My friends, I
must ask you to once again imperil yourselves for the good
of our cause. I will let Bejam give you the details that have
recently become known to me.” Amyria nods at Bejam and
exits the room as the Thraxus begins to brief you.
Bejam does not spend time rehashing what the characters already know about the situation. He imparts the
following information to the PCs. Impart this information conversationally so the players feel like they’re
asking the right questions to receive these answers.
Through the Thraxinium’s research, the heart of this
problem appears to bear the mark of an artifact known as
the Seed of Winter. When properly harnessed by a creature
attuned to it, the artifact can cause drastic localized climate
changes and can even alter creatures that come in contact
with it or are near it. However, we think what’s happening
to Nefelus goes beyond the normal power of the artifact;
someone or something must be augmenting it in some way.
The Seed of Winter was thought lost to the Feywild
centuries ago, but it has apparently made its way back into
the world.
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The Thraxinium knows through divinations and other
more mundane observations that the iceberg that appeared
out in the sea is the source of the emanations.
Just before the ice ring completely blockaded our ships,
we sent out three ships to investigate the iceberg and
attempt to deal with the problem. We monitored their
progress, and two of the three ships were attacked and
destroyed by sahuagin with ice-blue skin. They appeared
tougher than normal sahuagin and had an affinity for the
cold. The last ship limped to the shore of the iceberg and
was under assault by frost giants there; we saw only one
survivor make it away from the vessel—a githzerai mentalist
named Uarion. We have not heard from him since.
Uarion has been with us for several decades; he is the
only githzerai in the city, but he proves his worth to Nefelus
time and time again through his mastery of the powers
of the mind. He soaks up knowledge like a sponge, and he
is probably the most accomplished nondeva ritualist in
Nefelus. It would be a shame if he was lost to the power of
the Seed.
(Bejam gives the PCs a description of Uarion.)
If the PCs ask him about his title as the Keeper
of Mirrors:
Once the PCs have finished asking Bejam
questions, read:
I am the caretaker of our network of our silver mirrors,
which are communication devices that we have planted
throughout the world to keep informed of what’s happening
on the mainland. We currently set the communication to
receive only images and speech, so our observations remain
unnoticed. To the untrained eye, a silver mirror can appear
as a large mundane item, so its presence is easy enough
to conceal. Over the past few months, however, we have
noticed that many of our silver mirrors out in the world
have gone missing, and until this crisis reared its head, it
was my primary concern.
After having finished your briefing, Bejam concludes his
talk with you and says, “We need your assistance to stop the
climate change from overwhelming our island and to break
the blockade. From the estimates made by the Thraxinium,
we have about a day before our ritualists can no longer
sustain the magic holding back the freezing weather. Once
the ritual gives way, the island’s climate will be forever
altered and many creatures here will die. Nefelus will suffer
a corruption the likes of which we have not been threatened
with for hundreds of years. I implore you to journey to the
iceberg and end this assault on our way of life. If you can
bring back the Seed of Winter for study and find out the
fate of Uarion, all the better. Amyria says she has not met
any more accomplished at dangerous tasks than you. Will
you assist us?”
The PCs might also ask Bejam about glass or mirrored
communication devices based on their experiences in
“Haven of the Bitter Glass.” Bejam can confirm that
some githyanki “burglars,” as he calls them, a mere
six months prior. The Thraxi, however, isn’t willing to
hastily assume those githyanki were tied to the invaders, although pointing out the timing of the attack gets
Bejam thinking, and gives the PCs a benefit in the
skill challenge to convince the deva to join the Coalition (see page 44).
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SC1: TRAVELING TO
ICEHOME
Encounter Level 14 (3,000 XP)
Setup
Once the PCs begin the journey to Icehome, it takes
about 3 hours, and if the characters aren’t careful,
they might encounter arctic sahuagin along the way.
Traveling to Icehome
Skill Challenge
Level 14
XP 3,000
You must use the strange craft provided by the Nefelese to
traverse the depths to the iceberg, all the while attempting to
avoid detection.
The PCs leave the safety of Nefelus, journey under the
surface of the sea, navigate under the ice ring blockade,
avoid sahuagin patrols, and find the undersea entrance to
Icehome.
Complexity
3 (requires 8 successes before 3 failures).
Primary Skills
Arcana, History, Nature, Perception
Victory
The PCs make their way to the undersea entrance of
Icehome and encounter I1 Entrance Cavern (see page 24).
Defeat
The PCs make it there, but not without strain on the
apparatuses. The systems malfunction on the vehicles,
and they lose environmental control inside. Each PC loses
1 healing surge and the devices are rendered useless for
returning to Nefelus. They will need to find another way
back.
Special
There are three apparatuses, so take turns by craft. If two
characters are in the craft, let the crew decide to roll one,
one with an assist, or two skill checks before going back to
the craft again. Only crew of the same craft can assist each
other’s skill checks.
Arcana
DC 18 If the PC succeeds by 10 or more, he or she fully
understands the mechanisms for operating the claws and
receives a +2 bonus to attack rolls when using rending
claws.
The PC effectively operates the vehicle’s levers and coaxes better
performance out of the craft.
History
DC 23 The next Arcana check made in this craft receives a
+2 bonus.
The PC recalls hearing tales of Kwalish’s devices and remembers
a common quirk present in all of them that makes them easier
to operate.
Nature
DC 18 If the PC succeeds by 10 or more, and the overall
skill challenge result is victory, he or she finds a swifter
route to Icehome that all the craft take, shaving an hour off
of their time. This allows the PCs to preserve enough air in
the craft for a return journey and means they can leave the
apparatuses sealed.
The PC navigates around the ice ring and uses the current to
the vehicle’s advantage.
Perception
DC 11 Every failure on this check means the PCs have an
encounter with three arctic sahuagin guards while in the
submersibles (see Appendix 1 for statistics). After 3 rounds
of combat, any remaining guards flee the area to return to
Icehome and warn the other sahuagin of their approach.
The PC keeps a sharp eye out for arctic sahuagin, avoiding them
where possible.
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I1: ENTRANCE CAVERN
Encounter Level 12 (3,950 XP)
Setup
5 arctic sahuagin guards (G)
4 arctic sahuagin raiders (R)
1 arctic sahuagin priest (P)
Unless the characters take their apparatuses to the
surface and explore the exterior, they end up spotting
the undersea entrance to Icehome, and they have to
fight their way past the arctic sahuagin that guard
this area.
Once the PCs complete the “Traveling to Icehome” skill challenge, read:
You propel your craft through the depths, and a massive
shadow starts to take form in the water ahead. You see the
underbelly of a massive iceberg—you’ve just about reached
your destination.
Upon nearing the iceberg, you see a hole in it that
indicates an underwater tunnel. As you maneuver your
craft through the narrow passage in a single file, the tunnel
starts to climb. Eventually, a pale blue light surrounds you,
and you realize that you’re just about to surface. Chunks of
ice bob near your craft as you bring them up for air.
Have the players place three 2-by-2 markers down in
any open water spaces on the map to represent where
the apparatuses of Kwalish surface.
As you bring the craft to the surface, you see that you’re in
an ice cavern dotted with stalactites and snow. A number
of blue-skinned sahuagin appear more than happy to
greet you in the traditional customs of their people as they
threaten you with their weapons.
Development
The PCs are still inside the apparatuses when combat
begins. It takes a minor action from one PC to open
the hatch for the vehicle. The PCs can stay inside the
craft and use its rending claws to attack the sahuagin,
but the sahuagin quickly figure out this tactic and
attempt to stay out of reach.
If the sahuagin were warned of the PCs’ approach
(possibly by accumulating failures in the skill challenge), they are ready for them and gain combat
advantage during the first round of combat. Otherwise, determine initiative normally.
Tactics
The arctic sahuagin guards throw their ice tridents
once the battle is joined. They have a stash of ice tridents in the northwest corner of the room, and they
can retrieve another one if necessary. Once they’ve
thrown one trident and retrieved another, they gang
up on one PC and engage in melee.
The arctic sahuagin raiders double-team a PC if
possible, even going out into the water to meet them
where their craft is located. They prefer to attack
softer targets first, such as ranged attackers and controllers. They take directions from the priest and do
not withdraw unless ordered to do so.
The arctic sahuagin priest begins the battle by
targeting a defender or other tough-looking melee
character with freezing bolt, especially if the target is
still away from the shore, in an attempt to slow the
advance. Once a suitable striker-type target is available, the priest uses arctic jaws on the PC and orders
the guards to gang up on that target.
The priest calls for a retreat to the behir lair only
when he becomes bloodied, and it does not head to
Xurgelmek for fear of reprisal.
4 Arctic Sahuagin Raiders (R)
Level 11 Soldier
Medium natural humanoid (aquatic)
XP 600 each
Initiative +11
Senses Perception +8; low-light vision
HP 112; Bloodied 56
AC 27; Fortitude 24, Reflex 23, Will 22
Resist 10 cold
Speed 5 (7 on a charge, ice walk), swim 5 (7 on a charge)
m Trident (standard; at-will) & Cold, Weapon
+18 (+19 against a bloodied target) vs. AC; 1d8 + 5 (1d8 +
7 to a bloodied target) damage plus 1d8 cold damage, and
the target is marked until the end of the arctic sahuagin
raider’s next turn.
R Trident (standard; at-will) & Weapon
Ranged 10/20; +18 (+19 against a bloodied target) vs. AC;
2d6 + 5 (2d6 + 7 to a bloodied target) damage.
M Opportunistic Strike (immediate reaction, when a flanked
enemy shifts; at-will) & Cold, Weapon
The arctic sahuagin raider makes a melee basic attack
against the enemy.
M Sliding Strike (immediate interrupt, when a marked enemy
makes an attack that doesn’t include the arctic sahuagin
raider; at-will) & Cold, Weapon
The arctic sahuagin raider shifts 7 squares adjacent to the
triggering enemy, and makes a melee basic attack against
that enemy.
Blood Frenzy
The arctic sahuagin raider gains a +1 bonus to attack rolls
and a +2 bonus to damage rolls against bloodied enemies.
Alignment Chaotic evil
Languages Abyssal
Str 20 (+10)
Dex 14 (+7)
Wis 12 (+6)
Con 14 (+7)
Int 10 (+5)
Cha 10 (+5)
Equipment 2 tridents
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Arctic Sahuagin Priest (P)
Level 13 Artillery
Medium natural humanoid (aquatic)
XP 800
Initiative +11
Senses Perception +12; low-light vision
HP 101; Bloodied 50
AC 25; Fortitude 24, Reflex 25, Will 26
Resist 10 cold
Speed 5 (7 during a double move, ice walk), swim 5 (7 during
a double move)
m Longspear (standard; at-will) & Cold, Weapon
Reach 2; +17 (+18 against a bloodied target) vs. AC; 1d10
+ 4 (1d10 + 6 to a bloodied target) damage plus 1d8 cold
damage, and the target slides 1 square.
R Freezing Bolt (standard; at-will) & Cold
Ranged 10; +18 (+19 against a bloodied target) vs.
Fortitude; 2d6 + 6 (2d6 + 8 to a bloodied target) cold
damage, and the target is slowed until the end of the arctic
sahuagin priest’s next turn.
R Arctic Jaws (standard; recharges when no target is affected
by this power) & Cold
Ranged 20; icy shark jaws appear and bite the target;
+18 (+19 against a bloodied target) vs. Will; 2d6 + 6 (2d6
+ 8 to a bloodied target) cold damage, and target gains
vulnerable 5 cold and is slowed (save ends both).
Blood Frenzy
The arctic sahuagin priest gains a +1 bonus to attack rolls
and a +2 bonus to damage rolls against bloodied enemies.
Alignment Chaotic evil
Languages Abyssal, Common
Skills Intimidate +15
Str 16 (+9)
Dex 18 (+10)
Wis 20 (+11)
Con 16 (+9)
Int 12 (+7)
Cha 16 (+9)
Equipment trident, holy symbol, frozen kelp robe
5 Arctic Sahuagin Guards (G)
Level 11 Minion
Medium natural humanoid (aquatic)
XP 150 each
Initiative +10
Senses Perception +7; low-light vision
HP 1; a missed attack never damages a minion.
AC 27; Fortitude 24, Reflex 23, Will 22
Immune cold
Speed 5 (7 on a charge, ice walk), swim 5 (7 on a charge)
m Trident (standard; at-will) & Weapon
+18 (+19 against a bloodied target) vs. AC; 7 damage (9
damage to a bloodied target), and the target is marked
until the end of the arctic sahuagin guard’s next turn.
R Javelin (standard; at-will) & Weapon
Ranged 10/20; +18 (+19 against a bloodied target) vs. AC;
7 damage (9 damage to a bloodied target).
Blood Frenzy
The arctic sahuagin gains a +1 bonus to attack rolls and a
+2 bonus to damage rolls against bloodied enemies.
Alignment Chaotic evil
Languages Abyssal
Str 16 (+8)
Dex 14 (+7)
Wis 12 (+6)
Con 14 (+7)
Int 10 (+5)
Cha 10 (+5)
Equipment trident, 3 javelins
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I2: BEHIR LAIR
Encounter Level 14 (5,000 XP)
Setup
1 icetouched behir (B)
Once the PCs come ashore in the ice cavern and fight
their way through the first group of arctic sahuagin,
they can proceed up the natural stairs into a large
chamber that houses a pet of the sahuagin—an icetouched behir that they’ve been keeping well-fed with
the recently dead sailors from the Nefelese vessels.
When the PCs enter this area, read:
Ascending the natural stairs in the cave complex, you enter
a large cavern dotted with stalagmites here and there. A
ledge, about 10 feet off the ground, is ahead of you. The
climb looks a bit slick. Farther past that ledge to the extreme
south of the cavern, another ledge offers a similar climb. A
tunnel heads farther south.
Perception Check
DC 16: You can see that there’s something moving behind
one of the stalagmites near you . . . something big.
The icetouched behir is resting behind one of the
stalagmites, having recently finished off the last of the
Nefelese sailors. PCs who succeed on the Perception
check gain surprise against the creature (although
unless they have a particularly good vantage point,
the behir has cover).
Tactics
The icetouched behir attempts to devour a creature
as soon as it can. In subsequent rounds, it attempts to
use its lightning breath when enough targets present
themselves to it. Otherwise, it alternates between its
bite attack and thunderleg stomp. When it can, it uses
its ability to climb to its advantage, scrambling up the
side of one of the two ledges in the cavern.
The behir taunts its foes with stories of how it will
enjoy picking them apart bone by bone like the sailors
that it feasted on before. If it is about to die, it attempts
to flee to Xurgelmek’s chamber and up the ice shaft to
the second level.
Development
If the PCs approach this encounter by heading up
the southern stairs instead of the northern ones, they
automatically see the icetouched behir and gain surprise against it. However, Xurgelmek and the arctic
sahuagin raiders notice the characters after 1 round
of combat and come to the behir’s aid. The beholder
does not leave its position in its chamber, since it
guards the ice shaft to the second level.
Otherwise, after a few rounds of combat (whenever you think it appropriate), have one of the arctic
sahuagin raiders move into the area to investigate the
disturbance and join the battle. The other sahuagin
stays in the area unless the raider calls for reinforcements (at your discretion).
Icetouched Behir (B)
Level 14 Solo Soldier
Huge natural magical beast
XP 5,000
Initiative +14
Senses Perception +12; tremorsense 10
HP 705; Bloodied 352
AC 32; Fortitude 29, Reflex 28, Will 28
Resist 10 cold, 10 lightning
Saving Throws +5
Speed 7 (ice walk), climb 5
Action Points 2
m Claw (standard; at-will)
Reach 3; +21 vs. AC; 2d8 + 6 damage.
M Bite (standard; at-will) & Lightning
Reach 3; +21 vs. AC; 1d8 + 6 damage plus 1d8 lightning
damage, and any creature within 3 squares of the target
takes 1d8 lightning damage.
M Devour (standard; recharges when no creature is affected by
this power)
Reach 3; +19 vs. Reflex; 2d8 + 6 damage, and the target
is swallowed. While swallowed, the target is grabbed and
restrained. A swallowed creature has line of sight and line
of effect only to the icetouched behir, and no creature has
line of sight or line of effect to it. A creature that escapes
the grab is no longer swallowed and appears in a space
adjacent to the icetouched behir. An icetouched behir can
move normally while it has a target grabbed in this way.
When the icetouched behir dies, the target is no longer
swallowed and can escape as a move action, appearing in
the icetouched behir’s former space. Sustain Minor: The
icetouched behir sustains the grab, and the target takes
15 damage.
C Lightning Breath (standard; recharge ) & Lightning
Close burst 1; +17 vs. Reflex; 3d10 + 6 lightning damage.
Miss: Half damage. Effect: The icetouched behir makes a
secondary attack. Secondary Attack: This attack does not
provoke opportunity attacks, and the area of effect must
not include the area of the primary attack: area burst 1
within 10; +17 vs. Reflex; 3d10 + 6 lightning damage. Miss:
Half damage.
C Thunderleg Stomp (standard; at-will)
Close burst 3; +17 vs. Fortitude; 1d8 + 6 damage, and the
target is knocked prone.
Alignment Unaligned
Languages Common, Draconic
Str 23 (+13)
Dex 20 (+12)
Wis 21 (+12)
Con 21 (+12)
Int 7 (+5)
Cha 13 (+8)
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Features of the Area
Illumination: This area is brightly lit.
Ceiling: The ceiling is 30 feet from the floor.
Stalagmites: These are blocking terrain and provide cover. A creature can move around the corner of
a stalagmite square normally.
Ledges: Two ledges are 10 feet above the floor
of the area. They require a DC 20 Athletics check
to climb. The ledge in the eastern end of the room
contains the sailors’ remaining gear, including several
sets of spiked ice shoes that help traverse slippery terrain (see “Using Ice Shoes” on page 13).
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I3: XURGELMEK’S
CHAMBER
Encounter Level 14 (5,600 XP)
Setup
Xurgelmek, arctic sahuagin baron (X)
2 arctic sahuagin raiders (R)
1 beholder eye of frost (B)
Xurgelmek, the arctic sahuagin baron and leader of
the first level’s enclave, dwells here with a special
guardian to watch over the entrance to the second
level—a beholder eye of frost that frost giants brought
back. It agreed to perform duties here in exchange for
having first crack at enslaving some of the Nefelese
when the land was conquered by Chillreaver.
Xurgelmek was the first creature changed by
the Seed of Winter after Chillreaver arrived here,
and he brought his sahuagin clan before the dragon
to undergo the same transformation. As such, he
believes that they are Chillreaver’s most favored ones,
since the dragon didn’t bless the frost giants with the
gift of the Seed’s power.
Xurgelmek keeps the sahuagin here in line by fear,
and to report failure to him is death. Since the other
arctic sahuagin have not found much to do since
becoming changed by the Seed, most of them spend
time away from the ice caverns to hunt and raid the
nearby lands.
When the PCs enter this area, read:
This room is divided in two by a ledge that rises 20 feet
from the cavern floor. The lower elevation of the room
sports more spearlike stalagmites and a pool of deep blue
water at the room’s southern edge.
Up on the higher elevation, a massive stalagmite
partially obstructs a smooth shaft in the ceiling that is
about 10 feet in diameter.
Tactics
Xurgelmek orders his raiders to engage the intruders at once, and follows right behind them, using the
raiders as a buffer between himself and the PCs. He
tries to engage a melee character to bring down the
PCs’ first line of defense. The baron uses his bloodchill
claw against targets when possible, but if they show
resistance to cold damage, he relies on his trident. He
doesn’t throw his trident unless it’s absolutely necessary to do so.
The raiders harry a front-line character as well,
possibly teaming up with the baron to bring down a
defender quickly. They position themselves effectively
to take advantage of opportunistic strike when possible.
TELL US WHAT YOU KNOW!
The beholder might be willing to strike an accord
with the PCs in exchange for its own life, if the PCs
succeed on a DC 34 Intimidate check while it is
bloodied. The beholder can provide the PCs with its
purpose for being here, information on where the
githzerai Uarion is located (although it doesn’t know
his fate), and knowledge of the frost giant enclave in
the level above. It can also reveal the malevolence
behind the Seed of Winter—the double-headed white
dragon Chillreaver.
The beholder stays up on the ledge area, but floats
over to the northern passage of the ledge as well as
toward the center of the room to find a better vantage
point with which to launch its attacks. If possible,
it tries to stay close to the stalagmites to gain cover
unless it cannot attack any targets from that position.
It targets ranged strikers with its central eye attack,
and uses its eye rays where it sees a tactical advantage.
If it is badly injured (less than 20 hit points left), it
attempts to hide up in the shaft and target enemies
directly below.
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Xurgelmek,
Level 15 Elite Brute (Leader)
Arctic Sahuagin Baron (X)
Large natural humanoid (cold, aquatic)
XP 2,400
Initiative +11 Senses Perception +8; low-light vision
Blood Healing (Healing) aura 10; any ally within the aura
that starts its turn adjacent to a bloodied enemy regains
5 hit points.
HP 360; Bloodied 180
AC 27; Fortitude 38, Reflex 26, Will 27
Resist 10 cold
Saving Throws +2
Speed 5 (7 on a charge; ice walk), swim 7 (9 on a charge)
Action Points 1
m Trident (standard; at-will) & Cold, Weapon
Reach 2; +18 (+20 against a bloodied target) vs. AC; 1d10 +
7 (1d10 + 12 against a bloodied target) damage plus 1d10
cold damage; see also blood hunger.
m Bloodchill Claw (standard; at-will) & Cold
Reach 2; +18 (+20 against a bloodied target) vs. AC;
1d6 + 7 (1d6 + 12 against a bloodied target) damage,
and ongoing 5 cold damage and the target is slowed
(save ends both).
r Javelin (standard; at-will) & Weapon
Ranged 10/20; +18 (+20 against a bloodied target) vs. AC;
2d8 + 7 (2d8 + 12 against a bloodied target) damage.
M Baron’s Fury (standard; at-will) & Cold, Weapon
The arctic sahuagin baron makes a trident attack and two
claw attacks.
Blood Hunger
The arctic sahuagin baron gains a +2 bonus to attack rolls
and a +5 bonus to damage rolls against bloodied enemies.
Alignment Chaotic evil
Languages Abyssal, Common
Skills Intimidate +15
Str 22 (+13)
Dex 18 (+11)
Wis 12 (+8)
Con 18 (+11)
Int 12 (+8)
Cha 16 (+10)
Equipment trident, 3 javelins, headdress
2 Arctic Sahuagin Raiders (R)
Level 11 Soldier
Medium natural humanoid (aquatic)
XP 600 each
Initiative +11
Senses Perception +8; low-light vision
HP 112; Bloodied 56
AC 27; Fortitude 24, Reflex 23, Will 22
Resist 10 cold
Speed 5 (7 on a charge, ice walk), swim 5 (7 on a charge)
m Trident (standard; at-will) & Cold, Weapon
+18 (+19 against a bloodied target) vs. AC; 1d8 + 5 (1d8 +
7 to a bloodied target) damage plus 1d8 cold damage, and
the target is marked until the end of the arctic sahuagin
raider’s next turn.
R Trident (standard; at-will) & Weapon
Ranged 10/20; +18 (+19 against a bloodied target) vs. AC;
2d6 + 5 (2d6 + 7 to a bloodied target) damage.
M Opportunistic Strike (immediate reaction, when a flanked
enemy shifts; at-will) & Cold, Weapon
The arctic sahuagin raider makes a melee basic attack
against the enemy.
M Sliding Strike (immediate interrupt, when a marked enemy
makes an attack that doesn’t include the arctic sahuagin
raider; at-will) & Cold, Weapon
The arctic sahuagin raider shifts 7 squares adjacent to the
triggering enemy, and makes a melee basic attack against
that enemy.
Blood Frenzy
The arctic sahuagin raider gains a +1 bonus to attack rolls
and a +2 bonus to damage rolls against bloodied enemies.
Alignment Chaotic evil
Languages Abyssal
Str 20 (+10)
Dex 14 (+7)
Wis 12 (+6)
Con 14 (+7)
Int 10 (+5)
Cha 10 (+5)
Equipment 2 tridents
Beholder Eye of Frost (B)
Level 14 Elite Artillery
Large aberrant magical beast
XP 2,000
Initiative +12
Senses Perception +16; all-around vision,
darkvision
HP 222; Bloodied 111; see also ice armor
AC 28 (30 with ice armor); Fortitude 28 (30 with ice armor),
Reflex 28, Will 29
Resist 15 cold
Saving Throws +2
Speed fly 4 (hover)
Action Points 1
m Bite (standard; at-will)
+21 vs. AC; 2d6 damage.
r Central Eye (minor 1/round; at-will)
Ranged 8; +20 vs. Reflex; the target is weakened (save
ends). If the target takes cold damage while weakened by
this power, it is immobilized until no longer weakened.
R Eyes of the Beholder (free, when an enemy starts its turn
within 5 squares of the beholder eye of frost; at-will)
The eye of frost uses eye ray against the triggering enemy.
R Eye Rays (standard; at-will) & see text
The beholder eye of frost uses one eye ray power chosen
from the list below. Using eye rays does not provoke
opportunity attacks.
1—Freeze Ray (Cold): Ranged 10; +19 vs. Reflex; 2d8 + 7
cold damage.
2—Telekinesis Ray: Ranged 10; +19 vs. Fortitude; the eye
of frost slides the target 6 squares.
3—Ice Ray (Cold): Ranged 10; +19 vs. Reflex; 1d8 + 6 cold
damage, and the target takes ongoing 5 cold damage and
is immobilized (save ends both).
Ice Armor (when first bloodied; encounter)
The beholder eye of frost’s AC and Fortitude increase by 2
until the end of the encounter, and any creature within its
eyes of the beholder aura gains vulnerable 5 cold.
Alignment Evil
Languages Deep Speech
Str 13 (+8)
Dex 21 (+12)
Wis 18 (+11)
Con 21 (+12)
Int 12 (+8)
Cha 23 (+13)
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Features of the Area
Illumination: This area is brightly lit.
Ceiling: The ceiling is 40 feet from the lower
elevation’s floor.
Stalagmites: These are blocking terrain and provide cover. A creature can move around the corner of
a stalagmite square normally.
Ledge: There is a 20-foot high ledge that effectively cuts this room in two. It requires a DC 20
Athletics check to climb.
Water Tunnel: Canny PCs might think to take
the apparatuses of Kwalish through the water tunnel
into this area, or attempt to swim it. If they do so, they
gain surprise on Xurgelmek and the others present
here.
Ice Shaft: This smooth shaft is 10 feet in diameter
and leads up 30 feet to the second level of Icehome. It
requires a DC 30 Athletics check to climb.
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I4: UARION’S FATE
Encounter Level 14 (5,000 XP)
Setup
Uarion, icetouched githzerai mindmage (U)
2 chillfire destroyers (C)
5 windstrikers (W)
When the arctic sahuagin attacked the Nefelese
ships bound for Icehome, one vessel limped its way
to the shore of the iceberg. There, the crew met an
unfortunate end at the hands of frost giants, but one
escaped—a githzerai mentalist named Uarion, an
agent of the Thraxinium.
Evading capture by the frost giants, Uarion
scaled the iceberg and entered through the caldera
at the top. He then encountered Chillreaver, who
defeated him in combat and subjugated him to the
power of the Seed of Winter, transforming him into an
icetouched creature and shattering his formidable
will. With such an unexpected resource, Chillreaver
allowed the mentalist to participate in his next servitor experiment, given the githzerai’s affinity for the
elements.
Uarion was installed in the elemental farm that
Chillreaver had set up on the second level near the
frost giants. There Chillreaver’s captured elementals
have been placed in icy stasis in preparation for the
dragon’s attack on Nefelus. Uarion was provided with
the means to awaken them from their slumber should
Chillreaver’s icy lair need them.
When the PCs ascend from the icy shaft on the
lower level, read:
An eerie rippling glow bounces off the numerous
stalagmites in this cavern, illuminating the area like light
shining off the water. At the far end, a pair of ledges rises
up close to the ceiling. There is a tunnel passageway to the
north.
Perception Check
DC 18: You think you detect movement in several of the
stalagmites, like something is trapped inside.
DC 23: A humanoid form stands in the shadows
on the far ledge.
If the PCs attempt to call out or parley with
Uarion, read:
The voice from the shadows calls out in a metered, cool
tone. “You have come to threaten the will of my master. The
Seed must be protected at all costs. Approach no farther and
leave the way you arrived, and I shall spare you the agony
of the change.”
A DC 23 Insight check reveals that the githzerai’s
voice, though cool and calm, has conflicted underpinnings, and an external force is supplanting his will.
One the PCs approach, Uarion attacks the PCs.
Development
turn. Uarion frees the chillfire destroyers first, and
then the windstrikers. He cannot shatter stalagmites
that do not contain an elemental.
It should become apparent after the first round of
combat that the PCs are fighting a frost-skinned version of Uarion, the missing githzerai from Nefelus.
Tactics
Uarion stays at range from the PCs, using his less
accessible position to his advantage. He leads off with
mindstrike and continues to use it until the PCs move to
within range of his other powers. He saves his elemental
bolts and concussion orb until he has multiple targets
within range. His accurate mind allows him to fire on
targets without concern for the cover granted by the
stalagmites. He engages in melee only as a last resort,
but he does not flee the area under any circumstances.
The chillfire destroyers use their trample to flatten
defenders and other front-line targets and then attack
lighter armored foes. If a PC proves resistant to its
cold attacks, it switches to a new target.
The windstrikers use searching wind to designate
targets as their quarry, and then each quickly moves
up on its next turn to deliver a lethal windstrike. They
use their flight to avoid getting stuck next to defenders.
All the elementals are completely subservient to
Chillreaver’s, and by extension, Uarion’s will and
fight until they are destroyed.
The elemental creatures are encased in the ice stalagmites at the start of the combat, and they can be freed
only by Uarion. Each round on his turn, Uarion can
use a minor action to shatter one of the stalagmites
containing an elemental (destroying the cover and
making the square difficult terrain), or use a move
action to shatter two stalagmites. He cannot spend
both a minor action and a move action on the same
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Uarion,
Level 14 Artillery
Icetouched Githzerai Mindmage (U)
Medium natural humanoid
XP 1,000
Initiative +13
Senses Perception +16
HP 105; Bloodied 52
AC 28; Fortitude 24, Reflex 26, Will 26; see also iron mind
Resist 10 cold
Speed 7 (ice walk)
m Unarmed Strike (standard; at-will)
+19 vs. AC; 2d8 + 4 damage.
R Mindstrike (standard; at-will) & Psychic
Ranged 20; +17 vs. Reflex; 2d8 + 4 psychic damage, and
the target is dazed (save ends); see also accurate mind.
R Elemental Bolts (standard; daily) & see text
Ranged 10; Uarion makes 3 attacks, each against a
different target; +17 vs. Reflex; 4d8 acid, cold, fire, or
lightning damage (Uarion chooses the damage type for
each attack); see also accurate mind.
A Concussion Orb (standard; encounter)
Area burst 2 within 10; +17 vs. Fortitude; 1d10 + 4
damage, and the target is knocked prone.
Accurate Mind
The Uarion’s ranged attacks ignore cover and concealment
(but not superior cover or total concealment).
Iron Mind (immediate interrupt, when Uarion would be hit by
an attack; encounter)
Uarion gains a +2 bonus to all defenses until the end of its
next turn.
Alignment Unaligned
Languages Common, Deep
Speech
Skills Acrobatics +18, Arcana +13, Athletics +10, Insight +16
Str 13 (+8)
Dex 19 (+11)
Wis 19 (+11)
Con 15 (+9)
Int 13 (+8)
Cha 10 (+7)
2 Chillfire Destroyers (C)
Level 14 Brute
Large elemental magical beast (cold, fire)
XP 1,000 each
Initiative +12
Senses Perception +12
Leaking Firecore (Fire) aura 2; while the chillfire destroyer is
bloodied, each creature that starts its turn within the aura
takes 10 fire damage.
HP 173; Bloodied 86; see also firecore breach
AC 26; Fortitude 26, Reflex 25, Will 25
Immune disease, poison; Resist 10 cold, 10 fire
Speed 5
m Freezing Slam (standard; at-will) & Cold
Reach 2; +17 vs. AC; 1d12 + 6 damage plus 1d12 cold
damage.
M Trample (standard; at-will) & Cold
The chillfire destroyer moves its speed and can move
through enemies’ spaces. The destroyer makes an attack:
+15 vs. Reflex; 1d10 + 6 damage plus 1d10 cold damage,
and the target is knocked prone.
C Firecore Breach (when the chillfire destroyer drops to 0 hit
points) & Fire
The destroyer does not die until the start of its next turn.
Until then, the destroyer can take no actions. At the start
of the destroyer’s next turn, it makes an attack: close burst
3; +15 vs. Reflex; 4d10 + 6 fire damage.
Alignment Unaligned
Languages Primordial
Str 16 (+10)
Dex 20 (+12)
Wis 20 (+12)
Con 23 (+13)
Int 5 (+4)
Cha 12 (+8)
5 Windstrikers (W)
Level 9 Lurker
Medium elemental magical beast (air)
XP 400 each
Initiative +11
Senses Perception +9
HP 56; Bloodied 28
AC 21; Fortitude 22, Reflex 20, Will 20
Immune disease, poison; Resist insubstantial
Speed 0, fly 8 (hover)
m Windstrike (standard; at-will) & Cold, Thunder
Reach 2; +14 vs. AC; 2d6 + 5 cold and thunder damage.
M Lethal Windstrike (standard; at-will) & Cold, Thunder
Reach 2; targets the windstriker’s quarry (see searching
wind); +14 vs. AC; 2d8 + 5 cold and thunder damage.
Effect: The target is no longer designated as the
windstriker’s quarry.
R Searching Wind (standard; recharges when the windstriker
hits with lethal windstrike) & Cold, Thunder
Ranged 10; +12 vs. Will; 2d6 + 5 cold and thunder
damage, and the target is knocked prone. Effect: The target
is designated as the windstriker’s quarry.
Shifting Wind (immediate reaction, when the windstriker takes
damage; at-will)
Until the end of its next turn, the windstriker does not
provoke opportunity attacks and can move through
enemies’ spaces.
Alignment Unaligned
Languages Primordial
Str 14 (+6)
Dex 17 (+7)
Wis 10 (+4)
Con 20 (+9)
Int 5 (+1)
Cha 17 (+7)
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Features of the Area
Illumination: The strange eerie glow in this room
provides only dim light.
Ceiling: The ceiling is 30 feet from the lowest
elevation’s floor.
Stalagmites: These are blocking terrain and provide cover. A creature can move around the corner of
a stalagmite square normally. When Uarion shatters a
stalagmite, it is destroyed and replaced with difficult
terrain in the square it occupied.
Ledge: There is a 10-foot and 20-foot ledge at the
far western end of the room. Climbing either ledge
requires a DC 20 Athletics check.
Ice Shaft: This smooth shaft is 10 feet in diameter
and leads down 30 feet to the first level of Icehome. It
requires a DC 30 Athletics check to climb.
Aftermath
Assuming the PCs render Uarion unconscious
instead of killing him, they likely have questions for
him. However, until the characters remove the Seed of
Winter from Chillreaver’s clutches, Uarion is intractable and can be viewed only as a threat. This might
pose a problem for the PCs, since they have to decide
what to do with the githzerai. They might decide to
leave him here, take him to their submersibles (if they
have space for him), or carry him along while they
continue exploring.
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I5: ICY SAPPERS
Encounter Level 14 (5,600 XP)
Setup
4 icetouched umber hulks (U)
In this chamber, four icetouched umber hulks,
retrieved by the frost giants some time ago, dwell here
under the control of Chillreaver. Through the influence of the Seed’s transformative power, their wills
have become pliable to the dragon’s commands, and
they patiently await the opportunity to once again
burrow through the earth. Chillreaver plans to use
them as sappers against Nefelus if needed.
In their boredom, they have begun to tunnel
around in their area. However, the dragon recently
put a stop to this, worried that they might cause
undue structural damage to Icehome.
When the PCs enter this area, read:
A rugged crevasse splits the ice in the middle of this cavern.
A gently sloping tunnel, looking as though it was recently
excavated, is present in the southeast end. To the north,
another tunnel exit is visible, although it is partially blocked
by a massive stalagmite.
Perception Check
DC 18: You can hear something moving about inside the
crevasse.
Tactics
The icetouched umber hulks are down in the bottom of
the crevasse, 20 feet from the cavern floor. Once a PC
gets within 5 squares of their starting positions, they
roll initiative and move up to investigate (and attack).
The umber hulks use their confusing gaze each
round, attempting to slide targets into the crevasse.
If they hit a target with their grabbing double attack,
they try to pull the grabbed PC into the crevasse to
be devoured. They leave the crevasse initially only to
attack the PCs and then only if they have no PCs to
attack in the crevasse.
4 Icetouched
Umber Hulks (U)
Crevasse: The crevasse is 20 feet deep and
requires a DC 20 Athletics check to climb.
Ice Tunnel: The tunnel to the southeast goes
under and out into the frost giant enclave, severely
sloping upward 10 feet. Exiting the tunnel on the frost
giant enclave side requires ice walk, a burrow speed,
or a DC 15 Athletics check.
Level 12 Elite Soldier
Large natural magical beast
XP 1,400 each
Initiative +11
Senses Perception +13; darkvision,
tremorsense 5
HP 248; Bloodied 124
AC 30; Fortitude 33, Reflex 28, Will 27
Resist 10 cold
Saving Throws +2
Speed 5 (ice walk), burrow 2 (tunneling)
Action Points 1
m Claw (standard; at-will)
Reach 2; +18 vs. AC; 2d6 + 8 damage.
M Grabbing Double Attack (standard; at-will)
The icetouched umber hulk makes two claw attacks.
If both claw attacks hit the same target, the target is
grabbed. A grabbed target takes ongoing 10 damage from
the icetouched umber hulk’s mandibles until it escapes.
The icetouched umber hulk cannot make any other attacks
while grabbing a creature.
C Confusing Gaze (minor 1/round; at-will) & Gaze, Psychic
Close blast 5; targets enemies; +16 vs. Will; the target
slides 5 squares and is dazed (save ends).
Alignment Unaligned
Languages —
Str 26 (+14)
Dex 16 (+9)
Wis 14 (+8)
Con 20 (+11)
Int 5 (+3)
Cha 11 (+6)
Features of the Area
Illumination: This area is brightly lit, except
inside the crevasse, where it is dimly lit.
Ceiling: The ceiling is 30 feet from the floor.
Stalagmites: These are blocking terrain and provide cover. A creature can move around the corner of
a stalagmite square normally.
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I6: FROST GIANT
ENCLAVE
Encounter Level 17 (8,000 XP)
Setup
Nara of the Wastes, frost giant ice shaper (N)
3 frost giant scouts (S)
2 winter wolves (W)
The temporary home of the frost giant clan that has
allied with Chillreaver, the frost giants here are led
by Nara of the Wastes, a sacred ice shaper second in
power only to the jarl of her tribe. Chillreaver has
long been an ally of these frost giants when they both
lived in the frozen lands north of the Winterbole
Forest, beyond Nentir Vale.
Chillreaver initially came to the frost giant jarl
after receiving the Seed of Winter and in the early
stages of his plans to destroy Nefelus. After some
negotiation over land rights once Nefelus’s climate
had been adjusted to the frost giants’ liking, the jarl
agreed to send a contingent with the dragon once Icehome was formed well enough to sustain occupants.
Nara was chosen to lead the frost giants in Icehome,
and she has created a portal back to their realm
should they have need of supplies, servitors, or additional warriors. Indeed, Chillreaver has requested
Nara send back hunters periodically to bring back
creatures he thought important to subject to the
influences of the Seed of Winter for use in the coming
assault on Nefelus.
Now, Nara commands about fifteen frost giants in
Icehome. Most are out on patrols around the recently
created ice ring blockade, keeping the Nefelese from
attempting any type of escape, but a few remain here
as her personal retinue.
When the PCs enter this area, read:
This massive cavern is far larger than any you have yet
seen in this iceberg complex. A slick, steep-sloping ice bridge
hangs over a fast-moving stream; the stream’s banks are
thick with a white mist. To the west, a platform rises up 30
feet from the floor and is connected to the ice bridge. Unlike
in the other caverns, no stalagmites are here. Furs, animal
skins, tools, and large weapons are piled in various places
near the walls.
The winter wolves begin lying down (prone), in the
positions shown on the map. Unless the PCs enter
from the umber hulk tunnel, they spot the PCs and
engage in combat.
The scouts are on watch here, and at least one
notices the PCs from any approach they use (unless
they are attempting to sneak in). Nara is standing at
the top of the stairs leading up to the ice bridge.
Tactics
The winter wolves wait to see if the PCs attempt to
cross the water to meet them; otherwise, they use
the natural staircase to access the platform and leap
down in a takedown charge on any PCs close enough
to it (or attack PCs already on the platform). They are
Nara’s personal companions, and they defend her if
she looks like she’s in trouble. If they knock a target
prone on the platform, they drag it off the edge if
possible.
The scouts start in their indicated positions, but
quickly pull back to the ice bridge where they have
the advantage of maneuverability. They target defenders and other melee characters with their chillshards
to keep them from accessing the platform.
Nara uses her wall of frost to separate the PCs,
allowing the scouts to concentrate fire on a smaller
group of characters. She uses her freezing bolt to slow
the advance of melee characters, and uses ice slide to
move PCs off the platform if they access it. She grants
ice armor to her winter wolves, if possible.
Nara orders the scouts to stand their ground no
matter what the cost, but if she is at half of her bloodied total or lower, she attempts to flee up the ice
bridge to make her last stand with the ice gargoyles in
the hall above.
WHAT NARA KNOWS
Nara of the Wastes is not above selling information
for her life. If she is captured and coerced into talking
in exchange for her freedom, she tells the PCs about
Chillreaver, his relationship with the frost giants,
and what she knows of his plans (see the Setup in
this encounter). She also mentions that Chillreaver
has greatly amplified the power of an artifact known
as the Seed of Winter, which was given to him by a
fomorian king from the Feywild named Cachlain.
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Features of the Area
Illumination: This area is brightly lit.
Ceiling: The ceiling is 60 feet from the floor.
Crevasse: The crevasse is 20 feet deep and
requires a DC 20 Athletics check to climb.
Platform: A platform connects to an ice bridge
and dominates the middle of the room, with a 30-foot
ledge that requires a DC 20 Athletics check to climb.
The platform is accessible by a natural ice stairway.
Ascending these stairs counts as difficult terrain;
descending them is treated as normal terrain.
Ice Bridge: The ice bridge slopes upward and is
slick; it is treated as a slide by creatures without ice
walk. The ice bridge is difficult terrain, and a creature
that enters one of the ice bridge’s squares must make
a DC 20 Acrobatics check; failure indicates that the
creature moves to the end of the bridge (on the platform side), falls prone, and ends its move.
Stream and Pool: The water here is 10 feet deep,
and it can be crossed by swimming or jumping over
it. However, choke frost rises up from the water,
hindering the movement of any creature passing
through it.
Choke Frost: The squares containing the stream
and pool, as well as all squares adjacent to them,
are filled with choke frost, which is a light, white
mist that congeals into thick ice as creatures move
through it. Creatures entering a square of choke frost
take a –1 penalty to speed for each square of choke
frost through which they move. As a move action, a
creature can negate this penalty. The frost giants (and
other creatures with the cold keyword) are immune
to this effect. The winter wolves are not immune, and
they stay on their side of the water unless they traverse up the platform.
Ice Tunnel: The tunnel
to the southeast goes under
and out into the frost giant
enclave, then severely slopes
upward 10 feet. Exiting the
tunnel on the frost giant
enclave side requires ice
walk, a burrow speed, or a
DC 15 Athletics check.
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Nara of the Wastes, Level 19 Controller (Leader)
Frost Giant Ice Shaper (N)
Large elemental humanoid (cold, giant)
XP 2,400
Initiative +12
Senses Perception +16
HP 182; Bloodied 91
AC 32; Fortitude 32, Reflex 29, Will 33
Resist 15 cold
Speed 8 (ice walk)
m Freezing Flail (standard; at-will) & Cold, Weapon
Reach 2; +24 vs. AC; 2d12 + 4 cold damage.
R Freezing Bolt (standard; at-will) & Cold
Ranged 20; +22 vs. Reflex; 2d12 + 4 cold damage, and the
target is immobilized (save ends).
R Ice Slide (minor 1/round; at-will)
Ranged 10; +22 vs. Fortitude; the frost giant ice shaper
slides the target 3 squares.
A Wall of Frost (standard; recharge 8) & Cold, Conjuration
Area wall 12 within 10; the frost giant ice shaper conjures
a wall of swirling snow that lasts until the end of the ice
shaper’s next turn. The wall is 6 squares high and blocks
line of sight. The wall’s space is lightly obscured and is
difficult terrain. A creature that starts its turn adjacent to
the wall takes 5 cold damage, and a creature that enters
a square of the wall or starts its turn there takes 15 cold
damage. Sustain Minor: The wall persists.
Ice Armor (standard; recharge 7 8)
One ally within 10 squares of the frost giant ice shaper
gains resist 10 to all damage until the end of the ice
shaper’s next turn.
Icebound Footing
When an effect pulls, pushes, or slides a frost giant ice
shaper, the ice shaper moves 2 squares less than the effect
specifies. Also, an ice shaper can make a saving throw to
avoid being knocked prone.
Alignment Evil
Languages Giant, Primordial
Skills Arcana +14, Heal +21, Intimidate +20
Str 21 (+14)
Dex 16 (+12)
Wis 25 (+16)
Con 22 (+15)
Int 10 (+9)
Cha 22 (+15)
Equipment chainmail, flail
3 Frost Giant Scouts (S)
Level 15 Artillery
Large elemental humanoid (cold, giant)
XP 1,200 each
Initiative +13
Senses Perception +17
HP 115; Bloodied 57
AC 28; Fortitude 26, Reflex 28, Will 27
Resist 15 cold
Speed 9 (ice walk)
m Icy Spear (standard; at-will) & Cold, Weapon
Reach 2; +20 vs. AC; 1d10 + 6 cold damage.
r Icy Arrow (standard; requires longbow; at-will) & Cold,
Weapon
Ranged 20/40; +22 vs. AC; 1d12 + 8 cold damage, and the
target is slowed until the end of the frost giant scout’s next
turn.
A Chillshards (standard; recharge 7 8) & Cold, Weapon
Area burst 1 within 20; +20 vs. Fortitude; 1d12 + 8
cold damage, and the target is slowed and cannot take
immediate or opportunity actions until the end of the frost
giant scout’s next turn. Aftereffect: The target is slowed
until the end of the frost giant scout’s next turn.
Tundra Hunter (standard; recharges when first bloodied)
The frost giant makes a melee or ranged attack. If the
attack hits, the target gains vulnerable 10 cold (save ends).
Aftereffect: The target gains vulnerable 5 cold (save ends).
Quick Release
The frost giant scout does not provoke opportunity attacks
when it makes ranged or area attacks.
Icebound Footing
When an effect pulls, pushes, or slides a frost giant, the
giant moves 2 squares less than the effect specifies. Also,
a frost giant can make a saving throw to avoid being
knocked prone.
Alignment Evil
Languages Giant
Skills Athletics +16, Stealth +18
Str 19 (+11)
Dex 23 (+13)
Wis 20 (+12)
Con 19 (+11)
Int 10 (+7)
Cha 10 (+7)
Equipment hide armor, spear, longbow, 40 arrows
2 Winter Wolves (W)
Level 14 Skirmisher
Large natural magical beast
XP 1,000 each
Initiative +14
Senses Perception +10; low-light vision
HP 141; Bloodied 70
AC 28; Fortitude 27, Reflex 26, Will 24
Resist 20 cold
Speed 8 (ice walk)
m Bite (standard; at-will) & Cold
+19 vs. AC; 1d10 + 6 damage plus 1d6 cold damage,
or 2d10 + 6 damage plus 1d6 cold damage against a
prone target.
M Takedown (standard; usable only when charging; at-will) &
Cold
+19 vs. AC; 2d10 + 6 damage plus 1d6 cold damage, and
the target is knocked prone.
C Freezing Breath (standard; recharge 7 8) & Cold
Close blast 5; +17 vs. Reflex; 2d6 + 6 cold damage. Miss:
Half damage.
Drag (minor; usable only while adjacent to a prone enemy;
at-will)
The winter wolf shifts 1 square, and pulls a prone target
that is adjacent to it 1 square.
Alignment Evil
Languages Common, Giant
Str 23 (+13)
Dex 21 (+12)
Wis 17 (+10)
Con 21 (+12)
Int 9 (+6)
Cha 10 (+7)
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I7: GARGOYLES
IN THE HALL
Encounter Level 16 (6,800 XP)
The ice gargoyles begin in their ice form. If a PC
moves past the last set of pillars leading into the center
of the room, the ice gargoyles revert to their normal
forms and attack. They also do the same if a PC moves
adjacent to the illusory sliding wall to the east.
Setup
Tactics
4 ice gargoyles (G)
2 ice gargoyle reavers (R)
When the ice gargoyles revert to their normal forms,
they use f lying grab to harry their foes, using the
ample ceiling to maneuver out of range of melee and
short ranged attacks.
This hall was fashioned by Chillreaver as his grand
receiving chamber, and he one day hopes to take
his conquered foes here for the purpose of subjugating them. For now, it serves as the home for the first
of his creations born from the bosom of Icehome—
his ice gargoyles.
The ice gargoyles serve Chillreaver as messengers,
scouts, and guards for the nearly completed upper
level of his palace. Even more so than the other creatures of Icehome, they are completely subservient to
his whims—effectively an extension of his will—and
Chillreaver views them as his children.
When the PCs arrive here from the ice bridge, read:
This room sits in stark contrast to everything you’ve seen
before in the iceberg complex. Here, it appears that the room
has been intricately carved from the ice; no snow, rough
patches, or uneven grades mar the smooth walls, floors, and
ceiling of this chamber.
Perfectly round ice columns frame a large-based
platform at the far end. On top of the platform are two
massive ice gargoyle statues. To either side of this platform
sit smaller ones with smaller ice gargoyles. There is no
visible exit from this room except where you entered.
2 Ice Gargoyle Reavers (R)
Level 15 Lurker
Large elemental humanoid (cold)
XP 1,200 each
Initiative +17
Senses Perception +17; darkvision
Freezing Gaze (Cold) aura 2; requires the ice gargoyle reaver
to be in its ice prison; an enemy that enters or starts its turn
within the aura is weakened until the start of its next turn
and takes 5 cold damage.
HP 116; Bloodied 58
AC 29; Fortitude 28, Reflex 27, Will 26
Immune slow; Resist 15 cold
Vulnerable fire (the ice gargoyle reaver grants combat
advantage until the end of the attacker’s next turn)
Speed 6, fly 8; see also flying grab
m Claw (standard; at-will) & Cold
Reach 2; +20 vs. AC; 1d8 + 6 damage, and ongoing 5 cold
damage (save ends).
M Bloodchill Bite (standard; recharge ) & Cold, Healing
+20 vs. AC; 2d6 + 5 cold damage (3d6 + 5 cold damage
against a weakened target), the target gains vulnerable
5 cold (save ends), and the ice gargoyle reaver regains 5
hit points.
M Flying Grab (standard; recharges after using ice prison)
The ice gargoyle reaver flies 8 squares and makes a melee
basic attack at the end of that movement. If the attack hits,
the target is grabbed. The ice gargoyle reaver can try to
move the grabbed target as part of its next move action.
If it succeeds, it can move or fly at full speed, pulling the
target with it.
The ice gargoyle reavers stay close to their enemies, keeping as many PCs as possible within their
freezing gaze. Targets that are weakened by the gaze
are then subjected to their bloodchill bite.
The gargoyles fight until they are destroyed.
Ice Prison (standard; at-will)
The ice gargoyle reaver encases itself and anyone it is
grabbing in ice. In this form, the ice gargoyle reaver and any
target it is grabbing gain resist 20 all, except against the
cold damage dealt by this power. Both can still see their
surroundings, but they cannot use other normal senses.
A target the ice gargoyle reaver is grabbing is stunned,
restrained, and takes ongoing 20 cold damage (save ends
all, ending the grab and ice prison). Aftereffect: The target
is slowed and weakened until the end of the ice gargoyle
reaver’s next turn.
Each time a target the ice gargoyle reaver is grabbing takes
the ongoing cold damage, the ice gargoyle reaver regains 5
hit points. The ice gargoyle reaver can take no actions in the
ice prison, other than to end the effect (a minor action). If the
gargoyle takes damage in this form, the ice prison is broken,
freeing the grabbed target as if it saved and ending the grab.
Alignment Evil
Languages Primordial
Skills Stealth +19
Str 25 (+14)
Dex 24 (+14)
Wis 17 (+10)
Con 22 (+13)
Int 5 (+4)
Cha 20 (+12)
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4 Ice Gargoyles (G)
Level 12 Lurker
Medium elemental humanoid (cold)
XP 700 each
Initiative +14
Senses Perception +15; darkvision
HP 96; Bloodied 48
AC 26; Fortitude 25, Reflex 23, Will 23
Immune slow; Resist 15 cold
Vulnerable fire (the ice gargoyle is dazed until the end of the
attacker’s next turn)
Speed 6, fly 8; see also flyby grab
m Claw (standard; at-will) & Cold
+17 vs. AC; 1d6 + 5 damage plus 1d6 + 4 cold damage.
M Flyby Grab (standard; recharges after using ice prison)
The ice gargoyle flies 8 squares and makes a melee basic
attack at the end of that movement. If the attack hits,
the target is grabbed. The ice gargoyle can try to move
the grabbed target as part of its next move action. If it
succeeds, it can move or fly at full speed, pulling the
target with it.
Ice Prison (standard; at-will)
The ice gargoyle encases itself and anyone it is grabbing
in ice. In this form, the ice gargoyle and any target it is
grabbing gain resist 15 all, except against the cold damage
dealt by this power. Both can still see their surroundings,
but they cannot use other normal senses. A target the
ice gargoyle is grabbing is stunned, restrained, and takes
ongoing 20 cold damage (save ends all, ending the grab
and the ice prison). Aftereffect: The target is slowed until
the end of the ice gargoyle’s next turn.
Each time a target the ice gargoyle is grabbing takes the
ongoing cold damage, the ice gargoyle regains 5 hit points.
The ice gargoyle can take no actions in the ice prison, other
than to end the effect (a minor action). If the gargoyle
takes damage in this form, the ice prison is broken, freeing
the grabbed target and ending the grab.
Alignment Evil
Languages Primordial
Skills Stealth +18
Str 24 (+14)
Dex 23 (+13)
Wis 10 (+12)
Con 20 (+13)
Int 5 (+4)
Cha 17 (+10)
Features of the Area
Illumination: This area is brightly lit.
Ceiling: The ceiling is 60 feet from the floor.
Floor: The floor here is treated as difficult terrain
for anyone moving on it without ice walk. In addition, creatures without ice walk standing on the floor
are moved one additional square when subjected to
forced movement.
Secret Door: There is a secret door to the south that
leads into Chillreaver’s treasure chamber. It can be discovered with a DC 25 Perception check, and a DC 20
Arcana check or DC 25 Thievery check opens it.
Illusory Sliding Wall: To the east, a wall has
been masked by an illusion. A character adjacent to
the wall who succeeds on a DC 15 passive Perception check notices that something is unusual about
the wall. Another DC 25 Perception check or DC 25
Arcana check pierces the illusion and reveals an intricate inscription in Draconic upon the wall.
The inscription reads,
“Pass through this portal and enter the presence of
Chillreaver, master of Icehome, greatest among the Dark
Queen’s frozen children. Prepare for supplication in the
proper manner, and you can enter his fearsome domain
and receive his cold gift.”
A character who kneels in a square adjacent to the
wall causes the wall to slide away into the Chillreaver’s chamber. This can also be accomplished with a
DC 20 Thievery check in one of the adjacent squares.
A DC 13 Perception check reveals a torn scrap of a
note stuck between the talons of one of the defeated
gargoyles.
The note reads:
“…new dwarf emissary has arrived at the court.
He seems shrewd and capable, and his family
connections will help us at the stone king’s court
in light of the events in Sayre. I have faith that Her
Majesty’s will should prevail, but Ironfell’s presence
will only help...”
The rest is blurred or torn, except for a fragment of a
signature, which reads “Zetc...”
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I8: CHILLREAVER’S SEED
Encounter Level 18 (10,000 XP)
Setup
Chillreaver (C)
Seed of Winter (S)
Of late, Chillreaver has spent almost all his time here,
coaxing every possible thread of power from the Seed
of Winter. As he gets closer and closer to finishing off
the island nation of Nefelus, his abilities with the artifact have gone far beyond the reach of mortal users.
He has constructed this chamber to house the
artifact, channel its power, and provide a sanctum
sanctorum for himself to draw even more secrets
from the Seed. More information on Chillreaver’s
plans and his motives can be found in Appendix 2
(page 49).
When the PCs enter the chamber, read:
Inside is an impressive and terrifying sight. The room is
bathed in blue-white light, with beams focused on a small
white object floating atop a pedestal high above your heads.
The beams originate from ten silvery mirrors positioned
along the east and west sides of the walkway you stand
upon. Down below, you can see the base of the pedestal
where the beams are focused; the pedestal’s length make it
appear almost like an ice obelisk. An energy hangs about
the room, and the air is colder than you’ve felt anywhere
else in the complex. Briefly, you feel an invasive presence in
your mind, as if it is searching for something . . . and then it
is gone.
You then fix your eyes upon the terrible form that sits
upon a rune-inscribed icy dais at the far end of the room. A
gigantic, two-headed white dragon meets your gaze, its eyes
black as the soulless depths and its mouths smoking with its
icy breath. It speaks, both voices echoing off the icy walls in
unison, “The mages must be desperate to save their people.
They send outsiders here to do their work. How weak! How
pathetic! Soon the storm comes to them, and nothing will
escape my wrath!”
Tactics
Chillreaver is not at all pleased that the PCs have
arrived at this late hour. Furious, he launches his
assault on the characters by flying across the room
and using his breath weapon against the largest PC
concentration possible. He stays up in the air, hovering near the Seed to protect it from the characters’
meddling.
In subsequent rounds, Chillreaver keeps out of
melee range as long as possible, attacking with icy
tomb against targets that are effective at range, and
using his frightful presence when all (or almost all) the
PCs can be affected. He uses his action points as soon
as he can (provided he can take two attack actions in
a round in which he spends an action point).
Chillreaver is no coward, and he does not abandon
the Seed of Winter under any circumstances. If one or
more characters start shattering the silver mirrors or
attempt to wrest the Seed from its pedestal, Chillreaver
assaults them with great fury, choosing his most damaging attacks. If it looks likely that the PCs will destroy
all the silver mirrors, Chillreaver attempts to snatch up
the Seed of Winter and exit Icehome through the treasure room and out the top of the iceberg. There, he can
mount a final stand against the PCs.
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Features of the Area
Illumination: This area is brightly lit.
Ceiling: The ceiling is 60 feet from the floor.
Floor: The floor here is treated as difficult terrain
for anyone moving on it without ice walk. In addition,
creatures without ice walk standing on the floor are
moved 1 additional square when subjected to forced
movement.
Walkway: A walkway frames the room in a
“U”-shape. The walkway is 30 feet up from the floor
where the dais and pedestal base are found, and it’s
another 20 feet up in the room’s center to the Seed
of Winter. The silver mirrors are at the walkway level,
pointed up at the Seed.
Secret Door: A secret door to the south leads into
Chillreaver’s treasure chamber. PCs discover it with a
DC 20 Perception check, and it can be opened with a
DC 20 Arcana check or DC 25 Thievery check. Chillreaver might use this way out to flee with the Seed of
Winter if he’s able.
Runed Dais: The semicircular dais on the eastern side of the room bears a number of deep blue or
purple rejuvenation runes carved into the ice. Any
creature on or adjacent to the dais who makes a DC
20 Arcana check can spend a healing surge as a
minor action. Chillreaver can also take advantage of
this twice during the combat.
Silver Mirrors: Ten silver mirrors focus the energy
of the Seed of Winter, allowing Chillreaver to tap into
an incredible amount of ancient power. These silver
mirrors are big—about 6 feet tall by 4 feet wide—and
were stolen from various places in the world by Chillreaver’s agents. A DC 23 Arcana check reveals these
are some of the silver mirrors that the Nefelese once
used as communication devices, and their magic
has now been appropriated to power and focus the
artifact. Although they are extremely bulky and
heavy to carry out (they each weigh about 60 pounds),
they are easy enough to shatter and render completely useless for good or ill. They have AC 29, other
defenses 26; hp 1. A DC 21 Dungeoneering check
reveals that shattering all the silver mirrors will cause
the Seed of Winter to fall to the floor.
Chillreaver, Exarch of Tiamat (C) Level 17 Solo Soldier
Huge natural magical beast (dragon)
XP 8,000
Initiative +13
Senses Perception +17; darkvision
Chillwrath Aura (Cold) aura 2; each square within the aura
costs enemies 1 extra square of movement to enter.
HP 845; Bloodied 422; see also bloodied breath
AC 33; Fortitude 31, Reflex 29, Will 29
Resist 25 cold, 10 poison
Saving Throws +5; see two-headed
Speed 8 (ice walk), fly 8 (hover), overland flight 12
Action Points 2
m Bite (standard; at-will) & Cold
Reach 3; +23 vs. AC; 2d6 + 7 plus 2d6 cold damage, plus
2d6 cold damage on an opportunity attack or against an
immobilized target.
m Claw (standard; at-will)
Reach 3; +23 vs. AC; 2d4 + 7 damage, and the target is
pulled 2 squares.
M Chillreaver’s Fury (standard; at-will)
Chillreaver makes a bite attack and a claw attack.
R Deep Freeze (standard; recharge 8) & Cold
Ranged 10; +22 vs. Fortitude; 2d6 + 7 cold damage,
ongoing 10 cold damage, and the target is immobilized and
dazed (save ends all). Aftereffect: The target is slowed until
the end of Chillreaver’s next turn.
Seed of Winter: While placed on the pedestal
and acting as the focus for Chillreaver’s weather
manipulation, the Seed actively attempts to defend
itself from the interloping PCs. It is treated like a
trap (see the entry below), and works in conjunction
with Chillreaver when possible. The Seed cannot be
destroyed, but it can be handled without harm. Once
the Seed is removed from the pedestal, it can no longer
sustain its current magic while in an unfocused state.
The entirety of Icehome begins to crumble away.
C Breath Weapon (standard; recharge 8) & Cold
Close blast 5; +21 vs. Reflex; 6d6 + 7 cold damage,
and the target is immobilized and dazed (save ends
both). Aftereffect: The target is slowed until the end of
Chillreaver’s next turn.
C Bloodied Breath (free, when first bloodied; encounter) &
Cold
Chillreaver’s breath weapon recharges, and he uses it
immediately.
C Frightful Presence (standard; encounter) & Fear
Close burst 10; targets enemies; +21 vs. Will; the target is
stunned until the end of Chillreaver’s next turn. Aftereffect:
The target takes a –2 penalty to attack rolls (save ends).
Threatening Reach
Chillreaver can make opportunity attacks against all
enemies within his reach (3 squares).
Two-Headed
Chillreaver rolls initiative twice, and receives two full turns
during a round. He rolls for recharge on each of his turns.
Each time Chillreaver becomes dazed or stunned, or suffers
from an effect that has the charm keyword, that effect ends
at the end of his next turn.
Alignment Evil
Languages Common, Draconic
Skills Arcana +15, Athletics +24
Str 22 (+14)
Dex 16 (+11)
Wis 17 (+11)
Con 26 (+16)
Int 14 (+10)
Cha 14 (+10)
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Aftermath
Once the Seed of Winter is unseated from its position
on the pedestal, a blast of energy crackles through the
room. Five rounds later, a great rumbling sound is followed by deafening cracks. The magic which sustained
Icehome is becoming undone, and the whole structure
will soon crumble into the sea. The characters need to
escape. Go to “Escape from Icehome” on page 16.
Seed of Winter (S)
Trap
Level 18 Blaster
XP 2,000
A large shimmering white acorn floats on a pedestal high
above. Cold blue-white beams travel from 10 silver mirrors
positioned throughout the chamber to converge on the seed.
Trap: The Seed of Winter attacks the nearest creature without
the cold keyword within range on its turn.
Perception
Characters can’t use Perception to detect this trap.
Additional Skill: Arcana
& DC 25: The character recognizes that the silver mirrors are
focusing the Seed of Winter’s power.
& DC 30: The Seed of Winter is an artifact and is indestructible
by any conventional means.
Initiative +8
Trigger
Once on its turn, the trap attacks the nearest creature to it
within range without the cold keyword.
Attack
Standard Action
Ranged 10
Target: One creature
Attack: +24 vs. Will
Hit: The target is dominated (save ends) and is under the
control of Chillreaver. Aftereffect: The target takes 2d10 + 5
cold damage and is immobilized (save ends).
Countermeasures
& An adjacent character can remove the Seed of Winter from
its pedestal with a DC 35 Thievery or Strength check. This
disables the trap. The character gains a +2 bonus to this
check for each silver mirror that has been destroyed. The
Seed of Winter falls to the floor if all the silver mirrors have
been destroyed.
& A character can attack any of the 10 silver mirrors (AC 29,
other defenses 26; hp 1 each). Destroying all the silver mirrors
disables the trap and the Seed of Winter falls to the floor.
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SC2: ESCAPE FROM
ICEHOME
Encounter Level 16 (7,000 XP)
Setup
Start running the skill challenge, and have the action
move from one scene to another with the dragon
fighting all along the way. Run a few rounds of
combat, have the PCs make a round of skill checks,
move the scene, and start over again until you reach a
climactic conclusion!
If the fight against Chillreaver (see the encounter
beginning on page 40) spills outside through the
hole in the roof, the PCs find themselves atop the
steep, treacherous summit of Icehome. Away from the
15-foot wide pit that leads back down to area 9, the
ground slopes steeply away. The summit is covered
with difficult terrain, and the steep slope means that
any round a character makes an attack, he or she
must also succeed on a DC 20 Acrobatics check or fall
prone after making the attack. A character wearing
spiked ice shoes receives a +5 bonus on this check.
Chillreavers size and weight mean that the dragon
does not need to make Acrobatics checks if he lands
to face the characters.
Escape from Icehome
Skill Challenge
Level 16
XP 7,000
The iceberg is beginning to break up and crumble into the sea,
and you have to escape before you’re taken down with it!
The PCs must find a way to escape from Icehome before the
whole iceberg completely collapses.
Complexity
5 (requires 12 successes before 3 failures).
Primary Skills
Acrobatics, Athletics, Dungeoneering, Endurance,
Perception
Other Skills
Arcana, Thievery
Victory
The PCs escape crumbling Icehome just before it falls into
the sea, and they arrive back in Nefelus safely.
Defeat
The PCs are crushed in the collapse of the iceberg. Each PC
loses all remaining healing surges and must make three DC
20 Endurance checks to attempt to swim to shore wounded
in frigid cold water. If all three checks fail, the PC is dead
and the body is later recovered by the surviving PCs.
Special: Grabbing Treasure
A PC can attempt to grab an as-yet unclaimed treasure
parcel on the way out. This is declared when a primary skill
check for the skill challenge is made; the check has a –5
penalty applied. (Also see Thievery, below.)
Special: Ice Walk
PCs with ice walk receive a +2 bonus to Acrobatics and
Athletics checks for the duration of the skill challenge.
Special: Overland Flight
PCs with overland flight earn one automatic success for
the group.
Special: Recovering Bodies
A PC can attempt to recover a body left elsewhere in the
cavern on the way out, provided that the PC is heading in
the general direction of the location of the body. This is
declared when a primary skill check for the skill challenge
is made; the check has a –5 penalty applied.
Acrobatics
DC 13 A successful check counts as a success on the
skill challenge.
The PC dodges out of the way of incoming ice boulders, falling
debris, and floor hazards. Alternatively, the PC can wriggle
through spaces that got a little too tight when the collapse began.
Arcana
DC 20 A success or failure on this check does not count
as a success or failure on the skill challenge.
The PC has heard of similar magical energy imploding when
the power source was drastically diminished. They also learn
that the creatures affected by the Seed of Winter have begun
to revert back to their normal form. The PC receives a +2
bonus to the next check in the skill challenge.
Athletics
DC 13 A successful check counts as a success on the
skill challenge.
The PC jumps, climbs, and runs to safety, using raw physical
power to negotiate the hazards.
Dungeoneering
DC 13 A successful check counts as a success on the skill
challenge.
The PC knows the ins and outs of ice caves, and how to
successfully avoid hazards while negotiating a collapsing
structure.
Endurance
DC 13 A successful check counts as a success on the
skill challenge.
Slow and steady wins the race, and the PC endures the
cold water, icy tunnels, and windy slopes to find escape.
Perception
DC 13 A successful check counts as a success on the skill
challenge.
The PC looks for cracks and splits in the ice, falling debris, and
shortcuts on the way out.
Thievery
DC 20 A success or failure on this check does not count as
a success or failure on the skill challenge.
The PC can make a Thievery check to grab an as-yet unclaimed
treasure parcel. If the check is successful, the PC does not take a
penalty to the primary skill check.
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SC3: CONVINCING BEJAM
Encounter Level 15 (1,200 XP)
Setup
Bejam is willing to entertain the notion, but he is not
convinced that he can do the most good away from
his people and the Thraxinium. The PCs need to convince him to leave his ancestral home to represent the
island nation in the Coalition.
Convincing Bejam
Skill Challenge
Level 15
XP 1,200
You have made a proposal to Bejam to have him represent the
Nefelese among the Coalition against the githyanki threat.
Although he seems reasonably receptive to the idea, he still has
doubts that he can do his people the greatest good by leaving
his official duties in Nefelus.
Arcana
DC 18 A successful check counts as a success on the skill
challenge.
The PC explains that Nefelus’s magical strengths might be
exploited without proper representation on the Coalition.
Bluff
DC 18 A successful check counts as a success on the skill
challenge.
The PC flatters Bejam with talk of his accepting nature and the
ability to have an open discourse, even with strangers from the
mainland.
Diplomacy
DC 11 A successful check counts as a success on the skill
challenge.
The PC explains the merits of having a voice on the Coalition,
allowing Nefelese interests to be fully articulated to the other
members.
Insight
DC 11 A successful check counts as a success on the skill
challenge.
The PC senses that Bejam is struggling with this decision and
wants to do what’s best for his people, but sees the greater good
in personally representing Nefelus.
The PCs attempt to convince Bejam that he should join the
Coalition, so that Nefelus has a voice among the group.
Complexity
1 (requires 4 successes before 3 failures).
Primary Skills
Arcana, Bluff, Diplomacy, Insight
Victory
The PCs convince Bejam to join the Coalition. He agrees to
leave with Amyria once he has informed the Thraxinium of
his decision.
Defeat
Bejam is unsure that leaving his people is the right thing
to do in these dangerous times. He promises Nefelese
assistance to the Coalition, but does not seek a seat among
the group.
Special
All PCs receive a +1 bonus to checks in the skill challenge
if they returned Uarion or brought back the apparatuses of
Kwalish. If they did both, all PCs receive a +2 bonus instead.
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APPENDIX 1:
NEW MONSTERS
Several new monsters are introduced in the adventure and are also described below.
FROST GIANT SCOUT
FROST GIANT SCOUTS PROVIDE LONG-RANGE SUPPORT for
their fellow frost giants with their cold-based attacks.
Frost Giant Scout
Frost Giant Scout Tactics
A frost giant scout stays at the longest distance away
from its targets as possible while maintaining effective use of its icy arrow and chillshards.
ICETOUCHED CREATURE
The influences of Chillreaver’s manipulation of the
Seed of Winter have resulted in several creatures
becoming partially transformed both in body and
mind. Physically, these creatures appear as normal,
except that they have a blue-white frostlike tinge to
their skin or hide, and they have deep blue eyes. Mentally, their wills have become more pliable, and they
are completely subservient to Chillreaver.
An icetouched creature is treated just like a
normal version of the base creature, except for the following changes.
Icetouched Creature
Resist 10 cold
Speed Gains ice walk
Level 15 Artillery
Large elemental humanoid (cold, giant)
XP 1,200
Initiative +13
Senses Perception +17
HP 115; Bloodied 57
AC 28; Fortitude 26, Reflex 28, Will 27
Resist 15 cold
Speed 9 (ice walk)
m Icy Spear (standard; at-will) & Cold, Weapon
Reach 2; +20 vs. AC; 1d10 + 6 cold damage.
r Icy Arrow (standard; requires longbow; at-will) & Cold,
Weapon
Ranged 20/40; +22 vs. AC; 1d12 + 8 cold damage, and
the target is slowed until the end of the frost giant scout’s
next turn.
A Chillshards (standard; recharge 7 8) & Cold, Weapon
Area burst 1 within 20; +20 vs. Fortitude; 1d12 + 8
cold damage, and the target is slowed and cannot take
immediate or opportunity actions until the end of the frost
giant scout’s next turn. Aftereffect: The target is slowed
until the end of the frost giant scout’s next turn.
Tundra Hunter (standard; recharges when first bloodied)
The frost giant makes a melee or ranged attack. If the
attack hits, the target gains vulnerable 10 cold (save ends).
Aftereffect: The target gains vulnerable 5 cold (save ends).
Quick Release
The frost giant scout does not provoke opportunity attacks
when it makes ranged or area attacks.
Icebound Footing
When an effect pulls, pushes, or slides a frost giant scout,
the giant moves 2 squares fewer than the effect specifies.
Alignment Evil
Languages Giant
Skills Athletics +16, Stealth +18
Str 19 (+11)
Dex 23 (+13)
Wis 20 (+12)
Con 19 (+11)
Int 10 (+7)
Cha 10 (+7)
Equipment hide armor, spear, longbow, 40 arrows
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ICE GARGOYLE
CHILLREAVER CALLED THESE CREATURES from the Elemental Chaos, using the power of the Seed of Winter.
He uses the ice gargoyles to guard the upper reaches
of Icehome. Occasionally, they fly around the area
near the ice floe and act as Chillreaver’s eyes when
the dragon is busy directing the power of the Seed of
Winter.
Ice gargoyles are native to the Elemental Chaos,
and they inhabit the bitterly cold places of the world
and other planes. When encountered, they most commonly appear to be vague forms encased in steaming
ice. Telltale signs of an ice gargoyle lair are various
creatures trapped in ice with shocked looks of horror
on their faces.
Ice Gargoyle Tactics
An ice gargoyle begins combat within its ice prison.
When prey comes near, it reverts to its normal form
and makes a flying grab. It then returns to its ice
prison to feed on the creature it grabbed. If it is damaged by fire, it concentrates its attacks on the enemy
that dealt it fire damage.
Ice Gargoyle Reaver
Tactics
The ice gargoyle reaver fights like its smaller kin,
but it has the added tactic of entering its ice prison
and then using bloodchill bite on a foe its aura has
weakened.
Ice Gargoyle
Level 12 Lurker
Medium elemental humanoid (cold)
XP 700
Initiative +14
Senses Perception +15; darkvision
HP 96; Bloodied 48
AC 26; Fortitude 25, Reflex 23, Will 23
Immune slow; Resist 15 cold
Vulnerable fire (the ice gargoyle is dazed until the end of the
attacker’s next turn)
Speed 6, fly 8; see also flyby grab
m Claw (standard; at-will) & Cold
+17 vs. AC; 1d6 + 5 damage plus 1d6 + 4 cold damage.
M Flyby Grab (standard; recharges after using ice prison)
The ice gargoyle flies 8 squares and makes a melee basic
attack at the end of that movement. If the attack hits,
the target is grabbed. The ice gargoyle can try to move
the grabbed target as part of its next move action. If it
succeeds, it can move or fly at full speed, pulling the target
with it.
Ice Prison (standard; at-will)
The ice gargoyle encases itself and anyone it is grabbing
in ice. In this form, the ice gargoyle and any target it is
grabbing gain resist 15 all, except against the cold damage
dealt by this power. Both can still see their surroundings,
but they cannot use other normal senses. A target the
ice gargoyle is grabbing is stunned, restrained, and takes
ongoing 20 cold damage (save ends all, ending the grab
and the ice prison). Aftereffect: The target is slowed until
the end of the ice gargoyle’s next turn.
Each time a target the ice gargoyle is grabbing takes the
ongoing cold damage, the ice gargoyle regains 5 hit points.
The ice gargoyle can take no actions in the ice prison, other
than to end the effect (a minor action). If the gargoyle
takes damage in this form, the ice prison is broken, freeing
the grabbed target and ending the grab.
Alignment Evil
Languages Primordial
Skills Stealth +18
Str 24 (+14)
Dex 23 (+13)
Wis 10 (+12)
Con 20 (+13)
Int 5 (+4)
Cha 17 (+10)
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Ice Gargoyle Reaver
Level 15 Lurker
Large elemental humanoid (cold)
XP 1,200
Initiative +17
Senses Perception +17; darkvision
Freezing Gaze (Cold) aura 2; requires the ice gargoyle reaver
to be in its ice prison; an enemy that enters or starts its turn
within the aura is weakened until the start of its next turn
and takes 5 cold damage.
HP 116; Bloodied 58
AC 29; Fortitude 28, Reflex 27, Will 26
Immune slow; Resist 15 cold
Vulnerable fire (the ice gargoyle reaver grants combat
advantage until the end of the attacker’s next turn)
Speed 6, fly 8; see also flying grab
m Claw (standard; at-will) & Cold
Reach 2; +20 vs. AC; 1d8 + 6 damage, and ongoing 5 cold
damage (save ends).
M Bloodchill Bite (standard; recharge 7 8) & Cold, Healing
+20 vs. AC; 2d6 + 5 cold damage (3d6 + 5 cold damage
against a weakened target), and the target gains vulnerable
5 cold (save ends).
M Flying Grab (standard; recharges after using ice prison)
The ice gargoyle reaver flies 8 squares and makes a melee
basic attack at the end of that movement. If the attack
hits, the target is grabbed. The ice gargoyle reaver can try
to move the grabbed target as part of its next move action.
If it succeeds, it can move or fly at full speed, pulling the
target with it.
Ice Prison (standard; at-will)
The ice gargoyle reaver encases itself and anyone it is grabbing
in ice. In this form, the ice gargoyle reaver and any target it is
grabbing gain resist 20 all, except against the cold damage
dealt by this power. Both can still see their surroundings, but
they cannot use other normal senses. A target the ice gargoyle
reaver is grabbing is stunned, restrained, and takes ongoing
20 cold damage (save ends all, ending the grab and ice prison).
Aftereffect: The target is slowed and weakened until the end of
the ice gargoyle reaver’s next turn.
Each time a target the ice gargoyle reaver is grabbing takes
the ongoing cold damage, the ice gargoyle reaver regains 5
hit points. The ice gargoyle reaver can take no actions in the
ice prison, other than to end the effect (a minor action). If the
gargoyle takes damage in this form, the ice prison is broken,
freeing the grabbed target as if it saved and ending the grab.
Alignment Evil
Languages Primordial
Skills Stealth +19
Str 25 (+14)
Dex 24 (+14)
Wis 17 (+10)
Con 22 (+13)
Int 5 (+4)
Cha 20 (+12)
ARCTIC SAHUAGIN
THE SAHUAGIN WERE THE FIRST TO BE AFFECTED by the
Seed of Winter’s transformative influence. In the past,
they harried the island of Nefelus, but now they pose
an even greater threat. Contact with the Seed’s emanations has quickly turned these creatures into tougher
versions of their more mundane counterparts. In
addition, some of the sahuagin are starting to find
ways to alter their powers in their new forms, evolving
beyond what they once were.
Reveling in their newfound power, these arctic
sahuagin were the first of Chillreaver’s allies, attempting to maintain his favor in exchange for more
power. One day soon, they hope to wreak havoc on
the Nefalese in revenge for years of frustration at the
magocracy’s hands.
Some arctic sahuagin ride dire sharks that have
also been changed by the Seed of Winter.
Arctic Sahuagin Guard
Level 11 Minions
Medium natural humanoid (aquatic)
XP 150
Initiative +10
Senses Perception +7; low-light vision
HP 1; a missed attack never damages a minion.
AC 27; Fortitude 24, Reflex 23, Will 22
Immune cold
Speed 5 (7 on a charge, ice walk), swim 5 (7 on a charge)
m Trident (standard; at-will) & Weapon
+18 (+19 against a bloodied target) vs. AC; 7 damage (9
damage to a bloodied target), and the target is marked
until the end of the arctic sahuagin guard’s next turn.
R Javelin (standard; at-will) & Weapon
Ranged 10/20; +18 (+19 against a bloodied target) vs. AC;
7 damage (9 damage to a bloodied target).
Blood Frenzy
The arctic sahuagin gains a +1 bonus to attack rolls and a
+2 bonus to damage rolls against bloodied enemies.
Alignment Chaotic evil
Languages Abyssal
Str 16 (+8)
Dex 14 (+7)
Wis 12 (+6)
Con 14 (+7)
Int 10 (+5)
Cha 10 (+5)
Equipment trident, 3 javelins
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Arctic Sahuagin Raider
Level 11 Soldier
Medium natural humanoid (aquatic)
XP 600
Initiative +11
Senses Perception +8; low-light vision
HP 112; Bloodied 56
AC 27; Fortitude 24, Reflex 23, Will 22
Resist 10 cold
Speed 5 (7 on a charge, ice walk), swim 5 (7 on a charge)
m Trident (standard; at-will) & Cold, Weapon
+18 (+19 against a bloodied target) vs. AC; 1d8 + 5 (1d8 +
7 to a bloodied target) damage plus 1d8 cold damage, and
the target is marked until the end of the arctic sahuagin
raider’s next turn.
R Trident (standard; at-will) & Weapon
Ranged 10/20; +18 (+19 against a bloodied target) vs. AC;
2d6 + 5 (2d6 + 7 to a bloodied target) damage.
M Opportunistic Strike (immediate reaction, when a flanked
enemy shifts; at-will) & Cold, Weapon
The arctic sahuagin raider makes a melee basic attack
against the enemy.
M Sliding Strike (immediate interrupt, when a marked enemy
makes an attack that doesn’t include the arctic sahuagin
raider; at-will) & Cold, Weapon
The arctic sahuagin raider shifts 7 squares adjacent to the
triggering enemy, and makes a melee basic attack against
that enemy.
Blood Frenzy
The arctic sahuagin raider gains a +1 bonus to attack rolls
and a +2 bonus to damage rolls against bloodied enemies.
Alignment Chaotic evil
Languages Abyssal
Str 20 (+10)
Dex 14 (+7)
Wis 12 (+6)
Con 14 (+7)
Int 10 (+5)
Cha 10 (+5)
Equipment 2 tridents
Arctic Sahuagin Priest
Level 13 Artillery
Medium natural humanoid (aquatic)
XP 800
Initiative +11
Senses Perception +12; low-light vision
HP 101; Bloodied 50
AC 25; Fortitude 24, Reflex 25, Will 26
Resist 10 cold
Speed 5 (7 on a charge, ice walk), swim 5 (7 on a charge)
m Longspear (standard; at-will) & Cold, Weapon
Reach 2; +17 (+18 against a bloodied target) vs. AC; 1d10
+ 4 (1d10 + 6 to a bloodied target) damage plus 1d8 cold
damage, and the target slides 1 square.
R Freezing Bolt (standard; at-will) & Cold
Ranged 10; +18 (+19 against a bloodied target) vs.
Fortitude; 2d6 + 6 (2d6 + 8 to a bloodied target) cold
damage, and the target is slowed until the end of the arctic
sahuagin priest’s next turn.
R Arctic Jaws (standard; recharges when no target is affected
by this power) & Cold
Ranged 20; icy shark jaws appear and bite the target;
+18 (+19 against a bloodied target) vs. Will; 2d6 + 6 (2d6
+ 8 to a bloodied target) cold damage, and target gains
vulnerable 5 cold and is slowed (save ends both).
Blood Frenzy
The arctic sahuagin priest gains a +1 bonus to attack rolls
and a +2 bonus to damage rolls against bloodied enemies.
Alignment Chaotic evil
Languages Abyssal, Common
Skills Intimidate +15
Str 16 (+9)
Dex 18 (+10)
Wis 20 (+11)
Con 16 (+9)
Int 12 (+7)
Cha 16 (+9)
Equipment trident, holy symbol, frozen kelp robe
Arctic Sahuagin Baron Level 15 Elite Brute (Leader)
Large natural humanoid (cold, aquatic)
XP 2,400
Initiative +11 Senses Perception +8; low-light vision
Blood Healing (Healing) aura 10; any ally within the aura
that starts its turn adjacent to a bloodied enemy regains
5 hit points.
HP 360; Bloodied 180
AC 27; Fortitude 38, Reflex 26, Will 27
Resist 10 cold
Saving Throws +2
Speed 5 (7 on a charge; ice walk), swim 7 (9 on a charge)
Action Points 1
m Trident (standard; at-will) & Cold, Weapon
Reach 2; +18 (+20 against a bloodied target) vs. AC; 1d10 +
7 (1d10 + 12 against a bloodied target) damage plus 1d10
cold damage; see also blood hunger.
m Bloodchill Claw (standard; at-will) & Cold
Reach 2; +18 (+20 against a bloodied target) vs. AC; 1d6
+ 7 (1d6 + 12 against a bloodied target) damage, and
ongoing 5 cold damage and the target is slowed (save
ends both).
r Javelin (standard; at-will) & Weapon
Ranged 10/20; +18 (+20 against a bloodied target) vs. AC;
2d8 + 7 (2d8 + 12 against a bloodied target) damage.
M Baron’s Fury (standard; at-will) & Cold, Weapon
The arctic sahuagin baron makes a trident attack and
two claw attacks.
Blood Hunger
The arctic sahuagin baron gains a +2 bonus to attack rolls
and a +5 bonus to damage rolls against bloodied enemies.
Alignment Chaotic evil
Languages Abyssal, Common
Skills Intimidate +15
Str 22 (+13)
Dex 18 (+11)
Wis 12 (+8)
Con 18 (+11)
Int 12 (+8)
Cha 16 (+10)
Equipment trident, 3 javelins, headdress
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Arctic Dire Shark
Level 14 Skirmisher
Huge natural beast (aquatic, mount)
XP 1,000
Initiative +16
Senses Perception +9
HP 139; Bloodied 69
AC 28; Fortitude 26, Reflex 28, Will 23
Resist 10 cold
Speed swim 10 (12 on a charge)
m Bite (standard; at-will)
+17 (+19 against creatures without a swim speed) vs. AC;
3d6 + 5 damage.
Deft Swimmer (while mounted by a friendly rider of 14th level
or higher; at-will) & Mount
The dire shark’s rider gains a +2 bonus to AC against
opportunity attacks. While in water, the rider also gains
a +2 bonus to attack rolls against creatures without a
swim speed.
Waterborn
While in water, the dire shark gains a +2 bonus to attack
rolls against creatures without a swim speed.
Alignment Unaligned
Languages —
Str 21 (+12)
Dex 24 (+14)
Wis 14 (+9)
Con 19 (+11)
Int 2 (+3)
Cha 9 (+6)
CHILLREAVER
Chillreaver is a mighty two-headed white dragon and
exarch of Tiamat that originally laired in the lands
north of the Winterbole Forest. There, he made the
berserker barbarian tribes run in fear and fought the
frost giant jarl to claim control over their clans.
Under the command of his Dark Queen, he set
his four eyes on Nefelus, where he was tasked with
bringing woe to the prosperous island nation. He soon
acquired a means to allow him to accomplish his ruinous plans from the fomorian king Cachlain—an artifact
known as the Seed of Winter. He is determined to make
the most of his time with the artifact, and if he can,
find a way to keep the Seed in service to his queen.
He has unlocked power in the Seed that none other
can claim; his essence is in perfect concordance with
the Seed’s wishes, and it fuels his desire for conquest and
ruin upon those who seek warmth and comfort. Crippling Nefelus and bringing the chill of winter will allow
the dragon to mount an attack on the island itself.
Personality
Chillreaver has a vicious, brutal mind. Above all, he
revels in the suffering of others at his command. He
aspires to lay waste to lands and turn them into arctic
deserts, to kill the warmth of the summer, and to turn
joy into grief and loss. Chillreaver is, in many ways,
the dark parts of winter personified.
The two-headed dragon also loves to subjugate
others and would want nothing more than to rule
over a continent of sentient creatures that he could
endlessly and mercilessly exploit for his own cruel
whims. He hopes to begin that dream with Nefelus.
Chillreaver, Exarch of Tiamat Level 17 Solo Soldier
Huge natural magical beast (dragon)
XP 8,000
Initiative +13
Senses Perception +17; darkvision
Chillwrath Aura (Cold) aura 2; each square within the aura
costs enemies 1 extra square of movement to enter.
HP 845; Bloodied 422; see also bloodied breath
AC 33; Fortitude 31, Reflex 29, Will 29
Resist 25 cold, 10 poison
Saving Throws +5; see two-headed
Speed 8 (ice walk), fly 8 (hover), overland flight 12
Action Points 2
m Bite (standard; at-will) & Cold
Reach 3; +23 vs. AC; 2d6 + 7 plus 2d6 cold damage, plus
2d6 cold damage on an opportunity attack or against an
immobilized target.
m Claw (standard; at-will)
Reach 3; +23 vs. AC; 2d4 + 7 damage, and the target is
pulled 2 squares.
M Chillreaver’s Fury (standard; at-will)
Chillreaver makes a bite attack and a claw attack.
R Deep Freeze (standard; recharge 8) & Cold
Ranged 10; +22 vs. Fortitude; 2d6 + 7 cold damage,
ongoing 10 cold damage, and the target is immobilized and
dazed (save ends all). Aftereffect: The target is slowed until
the end of Chillreaver’s next turn.
For all his aspirations, Chillreaver is not without a
practical side. He has assembled a number of allies to
his cause, promising to those he cannot directly control a small claim to his soon-to-be massive resource
gain. He values strong, unwavering loyalty to him and
his “Dark Queen’s” cause, and he reluctantly acknowledges those that aid his efforts. Of course, he’ll
ultimately be thinking about the long-term prospects
of claiming his allies’ resources even as he prepares to
support them in battle.
Lore
Arcana or Religion DC 25: Chillreaver is a powerful, two-headed white dragon legendary in the north.
He is also particularly blessed by Tiamat, who gave
him his second head, and serves as one of her exarchs.
C Breath Weapon (standard; recharge 8) & Cold
Close blast 5; +21 vs. Reflex; 6d6 + 7 cold damage,
and the target is immobilized and dazed (save ends
both). Aftereffect: The target is slowed until the end of
Chillreaver’s next turn.
C Bloodied Breath (free, when first bloodied; encounter) &
Cold
Chillreaver’s breath weapon recharges, and he uses it
immediately.
C Frightful Presence (standard; encounter) & Fear
Close burst 10; targets enemies; +21 vs. Will; the target is
stunned until the end of Chillreaver’s next turn. Aftereffect:
The target takes a –2 penalty to attack rolls (save ends).
Threatening Reach
Chillreaver can make opportunity attacks against all
enemies within his reach (3 squares).
Two-Headed
Chillreaver rolls initiative twice, and receives two full turns
during a round. He rolls for recharge on each of his turns.
Each time Chillreaver becomes dazed or stunned, or suffers
from an effect that has the charm keyword, that effect ends
at the end of his next turn.
Alignment Evil
Languages Common, Draconic
Skills Arcana +15, Athletics +24
Str 22 (+14)
Dex 16 (+11)
Wis 17 (+11)
Con 26 (+16)
Int 14 (+10)
Cha 14 (+10)
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APPENDIX 2: NEW MAGIC
ITEMS AND RITUALS
Elemental Prism
One of the many secrets of Nefelus, an elemental prism
allows its user to convert one element to another.
within the bole, you must wait 12 hours after your return
to the world to take another one.
If you have assistance when performing this ritual,
divide the casting time by the number of participants. The
assistants all chant in a fey harmony while you perform
the ritual. Anyone you want to assist you in this way can
learn the proper harmony during an extended rest.
The Seed of Winter
Elemental Prism
Level 16
This flickering prism focuses elemental power and converts it
to a different element, bathing you in a protective glow.
Wondrous Item 45,000 gp
Power (Encounter): Free Action. Use this power when you
make an attack that deals acid, cold, fire, lightning, poison,
or thunder damage. Change all your attack’s damage to a
different type of your choice among those above. You gain
resist 15 to your attack’s original damage type until the end
of your next turn.
Solace Bole
You transport yourself and your companions to the hollow
of an enormous tree trunk in the Feywild. While you’re
there, time passes slowly in the place you once were.
Level: 12
Category: Travel
Time: 10 minutes (see below)
Duration: 1 hour (see below)
Component Cost: 500 gp
Market Price: 2,600 gp
Key Skill: Arcana (no check)
You and up to five other creatures you designate within
10 squares of you are transported to a sealed hollow the
size of a comfortable room within a magical tree in the
Feywild. The hollow has a glowing light you can control
and is filled with sweet air. You can remain within the
bole for up to 12 hours. Thereafter, or when you will it
to be so, you and all the creatures the ritual took to the
hollow return to the exact place they left. Only 1 hour of
time has passed in the world. If you took an extended rest
The Seed of Winter is appropriate for paragon-level
characters.
Seed of Winter
Paragon Level
This outsized, pearlescent acorn is one of the fabled artifacts of
the Winter Court of the Feywild. It is a potent reminder of the
power the fey can hold over the environment.
The Seed of Winter is a +3 implement that acts as either a wand
or a totem, and possesses the following properties.
Enhancement: Attack rolls and damage rolls
Critical: +3d6 cold damage, or +3d10 cold damage against
creatures with the fire keyword
Property: You gain a +2 item bonus to Endurance checks and
Intimidate checks.
Property: You gain ice walk.
Property: Enemies take a –2 penalty to saving throws against
your powers that have the charm or fear keyword.
Power (At-Will & Arcane, Cold, Implement): Standard Action.
You can use ray of frost (wizard 1). You can use Intelligence,
Wisdom, or Charisma for the attack roll.
Power (Encounter & Arcane, Cold, Implement): Standard
Action. You can use winter’s wrath (wizard 7). You can use
Intelligence, Wisdom, or Charisma for the attack roll.
Power (Daily & Cold, Implement, Primal, Reliable): Standard
Action. You can use devouring ice (druid 15). You can use
Intelligence, Wisdom, or Charisma for the attack roll.
Goals of
the Seed of Winter
& Bring the touch of winter to even the
most sweltering climes.
& Oppose the agents of the Summer Fey
and elemental fire.
& Demand obedience from the weak and frail.
& Be reunited with the Winter Court.
Roleplaying
the Seed of Winter
The Seed of Winter communicates in a harsh female
voice, which leaves an echo reminiscent of tinkling
glass. It issues demands to its owner, and screams
with rage when it is not obeyed. The more the user
obeys the seed, the more he or she becomes aloof,
cold, and authoritarian, willing to resort to harsh
means to accomplish any task. Some say that the Seed
of Winter contains the resonance of an archfey who
once lived in the Winter Court.
Concordance
Starting Score
5
Owner gains a level
+1d10
Owner is a creature with the cold keyword
Owner has at least one power with the
cold keyword
Owner kills a creature with the
fire keyword (1/day)
Owner dominates or intimidates
a creature (1/day)
Owner refuses the Seed (2/day)
Owner or an ally kills a creature with
the cold keyword (1/day)
Owner frees a creature from
mental control (1/day)
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Pleased (16–20)
Unsatisfied (1–4)
About the Author
“The Seed and I shall bring forth the icy grip of obedience
to those who try to deny us.”
Harsh, dominating, and cold, the wielder and the Seed
are one with each other.
“The Seed chides me at every turn, wearing on my will.
Nothing I do ever pleases it.”
The wielder is being forgiving to others or refrains
from bringing winter to the warm. The Seed is in a
perpetual state of negative emotion, constantly judging the wielder or screaming in rage.
Originally thought to have been raised from a humble Midwestern family, Chris Tulach actually fell to Earth in a
meteorite-shaped capsule flung from a planet far outside our
galaxy. While under the yellow rays of Sol, Chris’s nerdity
far surpasses that of any normal human. Using this precious
gift only for good, he has become the D&D® Organized Play
Content Developer, responsible for the development and
deployment of DUNGEONS & DRAGONS® organized play programs. He is also the co-author of E2 Kingdom of the Ghouls™.
The Seed’s enhancement bonus increases to +4.
Critical: +4d6 cold damage, or +4d10 cold damage against
creatures with the fire keyword
Property: You gain resist 10 cold.
Power (Daily & Charm): Minor Action. An enemy within
5 squares of you makes a melee basic attack against an
adjacent target of your choice.
Satisfied (12–15)
“The Seed and I prepare the weak for the bitter times
ahead.”
The wielder has proven worthy to possess the Seed,
which grows more sated with each cold victory.
Property: You gain resist 5 cold.
Power (Encounter): Free Action. You can use this power when
you hit an enemy with a power that slows the target. That
enemy is immobilized instead.
Property: You take a –2 penalty to your Will.
Special: You gain vulnerable 5 fire.
Angered (0 or lower)
“No! Leave me be! I have only cold sorrow now.”
Howling with fury, the Seed crushes the wearer’s
spirit and demands to be passed on to someone with a
stronger will.
The Seed’s enhancement bonus drops to +2.
Critical: +2d6 cold damage, or +2d10 cold damage against
creatures with the fire keyword
Property: You take a –4 penalty to your Will.
Special: You gain vulnerable 10 fire.
Special: Whenever you would be slowed, you are immobilized
instead.
Normal (5–11)
Moving On
“The Seed asks only for my loyalty and to follow its
wisdom.”
The Seed makes only occasional demands of its
wielder, but if such demands are not followed, it is
prone to outbursts of anger.
“The wintry reaches of the Feywild call again to the Seed.”
The Seed of Winter eventually tires of the mortal world
and its “civilized” ways, and returns to the possession of a creature of the Feywild to renew its ancient
energy. If the Seed is at least satisfied, it leaves behind
an implement of cold of the user’s choice.
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